










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 26 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:17 0 / 7Killed by skeleton master archer at level 7 on the 1st Mirth 122nd year of Ascendancy at 04:52 Killed by Horned Horror at level 12 on the 4th Dusk 122nd year of Ascendancy at 15:08 Killed by worm that walks at level 13 on the 11st Dusk 122nd year of Ascendancy at 05:51 Killed by The Master at level 23 on the 78th Haze 122nd year of Ascendancy at 21:12 Killed by The Master at level 26 on the 33rd Regrowth 123rd year of Ascendancy at 18:58 Killed by Grand Corruptor at level 26 on the 18th Pyre 123rd year of Ascendancy at 15:25 |
Primary Stats
| Strength | 41.027389835086 (base 36) |
| Dexterity | 11 (base 11) |
| Constitution | 38.452286131753 (base 53) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 32 (base 27) |
Resources
| Life | -200/857 |
| Stamina | 256/256 |
| Healing Factor | 1.5429533891038 |
| Regeneration | 128.71789466063 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +59.941159966873% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 35 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Physical | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68.723073231957 (96.438666929426%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 27 |
| Physical Save | 36 |
| Spell Save | 13 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 6%( 70%) |
| All | -7%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 48%( 70%) |
| Fire | + 4%( 70%) |
| Nature | + 2%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Bleed Resistance | 70% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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. |
Class Talents
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 66%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 63.36 fire damage, and talent cooldowns are increased by 65% plus 1 turn. Burning Hex |
| detrimental effect | The target is infected by a disease, reducing its strength by 23 and doing 38.44 blight damage per turn. Weakness Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has 64 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 29.36 blight damage per turn. Rotting Disease |
| beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 11.67, and stamina regeneration by 2.33. Bloodbath |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Lor Sosick. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Polutta the Thunderrot (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Melee Ret 6 lightning ----- def ----- Armour +7 Resists +13% acid +8% fire +7% cold +8% lightning Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
| Light source | Zanydil1.0 T5 lite [Rare] Nature While equipped: dps ---------- Melee Ret 10 acid ----- def ----- Resists +6% lightning Crit.chn- 15.00% Phys.save +9 (+4 eff.) Max.HP +20.00 Heal.mod +21% Disarm- +20% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Aerivena the drakeskin leather cap (5 def, 17 armour)2.0 T5 head armor [Rare] Nature While equipped: ----- def ----- Armour +17 Defense +5 (+3 eff.) Fatigue +5% Resists +6% nature Max.HP +20.00 Poison- +10% Teleport- +20% ---------- misc Stam/ret +1.70 Equi/ret +1.30 A cap made of leather. |
| Tool | Tuluran the dragonbone totem of thorny skin [power 71] (27/17 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% darkness Crit.chn- 15.00% HP.reg +2.00 Cut- +20% Confus- +10% Harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to heal for 97. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Armour +6 Defense +7 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | hardened leather belt 'Glarecutter'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Acc +5 (+2 eff.) Melee Ret 2 light ----- def ----- Defense +5 (+3 eff.) Resists +10% lightning +9% temporal +4% physical Die.at -20.00 life ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | plaguebringer's iron battleaxe of evisceration (12-18 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego++] Arcane/Master Power 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 1 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) ----- def ----- Disease- +18% Massive two-handed battleaxes. |
| On hands | restful drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 HP.reg +5.00 ---------- misc Stam/turn +0.90 Max.stam +36.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Shockslicer (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +28% lightning +15% temporal +3% fire +3% nature +6% cold A suit of armour made of metal plates. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +10% darkness Heal.mod +12% Blind- +24% Cut- +50% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 35 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
stabilizing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +23% Amulets make your neck look great! |
steel amulet 'Zerorak'0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +2 Wil +5 Cun +4 Con dps ---------- Mind.pwr +7 (+3 eff.) Mov.spd +10% ----- def ----- Defense +10 (+6 eff.) Fatigue -5% Resists +3% acid +11% light +13% darkness Mind.save +5 (+3 eff.) HP.reg +2.00 Blind- +28% Confus- +12% Pinning- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +15% Cut- +50% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
wanderer's steel amulet of willpower (+5)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +3 Wil +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +10 (+6 eff.) Unseen.red 12% Amulets make your neck look great! |
warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+4 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+6 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
titan's stralite ring of darkness (+26%)0.1 T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Phys.save +10 (+5 eff.) Rings make your fingers look great! |
arcing steel battleaxe of massacre (27-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
stralite battleaxe 'Glacierpain' (43-64 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +8 cold While equipped: Stats +7 Str dps ---------- Phys.crit +5.0% Crit.mult +15.00% Dmg.mod +14% physical Res.pen +5% cold Acc +21 (+8 eff.) ---------- misc Stam/turn +1.00 See.Invis +3 Massive two-handed battleaxes. |
thought-forged steel greatmaul of massacre (34-51 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master/Psionic Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind On Hit: * 21% chance to reduce all saves and defense by 18 While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
Gloryvena (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 temporal +9 nature On Hit.r1 +4 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 2 mind Massive two-handed swords. |
Sulfursorrow (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +3% nature ----- def ----- Resists +12% acid +9% cold Heal.mod +10% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed swords. |
dwarven-steel longsword of enduring (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Wil +7 Con ----- def ----- Max.HP +43.00 Sharp, long, and deadly. |
Rhilarach the steel plate armour (10 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Apr +2 ----- def ----- Armour +19 Defense +10 (+6 eff.) Fatigue +22% Resists +17% acid Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+6 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Chargespar the dwarven-steel plate armour (5 def, 13 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +5% lightning ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +22% Resists +4% physical HP.reg +5.30 ---------- misc Stam/turn +0.80 See.Invis +3 A suit of armour made of metal plates. |
Gleamkill (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +16 Fatigue +22% Resists +16% blight +18% lightning +9% light +10% nature HP.reg +5.80 ---------- misc Stam/turn +1.50 A suit of armour made of metal plates. |
Oozeborn the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% cold Res.pen +15% nature Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% nature +9% light Phys.save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- 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. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+3 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanorenne the Dazzlequarry (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +9% fire Res.pen +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +3 Resists +9% mind +7% fire ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% 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. |
bladed iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 127.5 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
7 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. |
5 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. |
4 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. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
51 alchemist agate0.0 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. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+5 eff.) ---------- 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Anyfang1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Apr +2 ----- def ----- Resists +3% acid +12% blight Spell.save +6 (+6 eff.) Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Chillcut [power 250] (27/13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +6% darkness Phys.save +12 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life HP.reg +4.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 262 physical damage Puts all charms on 13 cooldown 100% to reduce fatigue by 43% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (27/22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 100 Armor: 3 All Resist: 1 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Aerakalthoruintir [power 27] (27/17 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+7 eff.) Res.pen +20% mind ---------- misc Max.psi +20.00 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 26] (27/17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Lor Sosick the Cornac Berserker level 14
45th Dusk 122nd year of Ascendancy at 07:02 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Lor Sosick the Cornac Berserker level 19
21st Haze 122nd year of Ascendancy at 08:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lor Sosick the Cornac Berserker level 19
37th Haze 122nd year of Ascendancy at 19:01 see stats
Exterminator
Killed 1000 creatures.By Lor Sosick the Cornac Berserker level 18
18th Haze 122nd year of Ascendancy at 17:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lor Sosick the Cornac Berserker level 26
21st Regrowth 123rd year of Ascendancy at 20:31 see stats
Level 10
Got a character to level 10.By Lor Sosick the Cornac Berserker level 10
2nd Flare 122nd year of Ascendancy at 14:44 see stats
Level 20
Got a character to level 20.By Lor Sosick the Cornac Berserker level 20
45th Haze 122nd year of Ascendancy at 09:53 see stats
Poisonous
Sided with the assassin lord.By Lor Sosick the Cornac Berserker level 26
37th Regrowth 123rd year of Ascendancy at 14:57 see stats
Size matters
Did over 600 damage in one attack.By Lor Sosick the Cornac Berserker level 19
19th Haze 122nd year of Ascendancy at 17:16 see stats
The secret city
Discovered the truth about mages.By Lor Sosick the Cornac Berserker level 9
5th Mirth 122nd year of Ascendancy at 08:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lor Sosick the Cornac Berserker level 16
14th Haze 122nd year of Ascendancy at 13:29 see stats
Log
Grand Corruptor receives 73 healing.
Weakness Disease from Grand Corruptor hits Lor Sosick for 67 blight damage.
Grand Corruptor casts Drain.
Grand Corruptor hits Lor Sosick for 200 blight damage.
Rotting Disease from Grand Corruptor hits Lor Sosick for 77 blight damage.
Weakness Disease from Grand Corruptor hits Lor Sosick for 77 blight damage.
Lor Sosick uses Infusion: Healing.
Lor Sosick is free from the weakness disease.
You are no longer encumbered.
Lor Sosick receives 180 healing from Infusion: Healing.
Lor Sosick receives 304 healing.
Grand Corruptor casts Blood Spray.
Grand Corruptor hits Lor Sosick for 176 blight damage.
Lor Sosick feels pain again.
Rotting Disease from Grand Corruptor hits Lor Sosick for 34 blight damage.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Rotting Disease from Grand Corruptor hits Lor Sosick for 31 blight damage.
Grand Corruptor casts Blood Grasp.
Lor Sosick is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Grand Corruptor's Soul Rot hits Lor Sosick for 459 blight damage.
Grand Corruptor's Blood Grasp hits Lor Sosick for 208 blight damage.
Grand Corruptor receives 53 healing from Grand Corruptor's Blood Grasp.
Rotting Disease from Grand Corruptor hits Lor Sosick for 44 blight damage.
Weakness Disease from Grand Corruptor hits Lor Sosick for 57 blight damage.
Grand Corruptor casts Cyst Burst.




































































































