












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Writhing One |
Level / Exp | 23 / 82% |
Size | medium |
Lifes / Deaths | Killed by brecklorn at level 8 on the 31st Voratun 122nd year of Ascendancy at 04:37 0 / 6Killed by Horned Horror at level 9 on the 2nd Acquisition 122nd year of Ascendancy at 09:55 Killed by Spsiia the shalore at level 13 on the 43rd Profit 122nd year of Ascendancy at 12:13 Killed by Artonann at level 14 on the 31st Dearth 122nd year of Ascendancy at 03:53 Killed by ogre pounder at level 19 on the 8th Loss 122nd year of Ascendancy at 08:15 Killed by snow giant thunderer at level 23 on the 29th Loss 122nd year of Ascendancy at 14:01 |
Primary Stats
Strength | 60 (base 40) |
Dexterity | 12 (base 12) |
Constitution | 40 (base 31) |
Magic | 49 (base 51) |
Willpower | 17 (base 10) |
Cunning | 25 (base 16) |
Resources
Life | -23/758 |
Insanity | 72/100 |
Healing Factor | 1.4222297605397 |
Regeneration | 7.8933751709954 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 44.429186789964 |
See Invisible | 44.429186789964 |
Offense: Mainhand
Damage | 90 |
Accuracy | 53 |
Crit Chance | 13% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
All | 0% |
Physical | +17% |
Cold | +16% |
Nature | +8% |
Offense: Damage Penetration
Cold | +13% |
Defense: Base
Armour (hardiness) | 44.5 (80%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 12 |
Physical Save | 45 |
Spell Save | 36 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 14%( 70%) |
Blight | + 14%( 70%) |
All | + 8%( 70%) |
Cold | + 19%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by large brown snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | 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 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
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. The fortress's current energy level is: 11. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * You've found the needed snow giant kidney. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Infravis +1 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 17 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 96.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 96.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 33 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 156% 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. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Phys.save +6 (+2 eff.) Stealth +6 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Ego++] Arcane/Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 74 cold damage (1/turn) While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical +16% cold Res.pen +13% cold Acc +10 (+3 eff.) One-handed war axes. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +9 (+4 eff.) Fatigue +12% Mind.save +14 (+5 eff.) HP.reg +2.30 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Resists +12% cold A stylish kruk-style cloak, to look awesome. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 88 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 7 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 7% chance to reduce damage dealt by 13% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.17 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +20% mind Confus- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 12.52 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 36.0 - 54.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 darkness +10 nature Against +7% Living While equipped: ----- def ----- Resists +3% darkness +2% physical Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+6 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 12 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +20 lightning +27 cold While equipped: dps ---------- Mov.spd +36% Res.pen +7% lightning +12% cold Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Unique] Arcane/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +10 acid On Crit: * inflicts a cursed wound (halves healing for 10 turns) While equipped: ---------- misc Hate/kill +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 cold One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +12 cold One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +7 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +14% One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Nature Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +6 cold Sharp, short and deadly. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.80 to 95.39 lightning damage (63.59 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +8% Phys.save +5 (+2 eff.) Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Resists +5% fire +7% cold Mind.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% fire +6% lightning +5% cold A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +8% temporal A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight Max.HP +44.00 HP.reg +2.00 ---------- 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 203 cold damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Artonann the Dwarf Writhing One level 21
17th Loss 122nd year of Ascendancy at 23:37 see stats
By Artonann the Dwarf Writhing One level 13
32nd Profit 122nd year of Ascendancy at 03:53 see stats
By Artonann the Dwarf Writhing One level 18
6th Loss 122nd year of Ascendancy at 23:21 see stats
By Artonann the Dwarf Writhing One level 23
22nd Loss 122nd year of Ascendancy at 02:01 see stats
By Artonann the Dwarf Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 11:14 see stats
By Artonann the Dwarf Writhing One level 20
8th Loss 122nd year of Ascendancy at 20:20 see stats
By Artonann the Dwarf Writhing One level 16
35th Dearth 122nd year of Ascendancy at 19:00 see stats
By Artonann the Dwarf Writhing One level 12
21st Profit 122nd year of Ascendancy at 12:44 see stats
By Artonann the Dwarf Writhing One level 11
3rd Acquisition 122nd year of Ascendancy at 23:40 see stats
By Artonann the Dwarf Writhing One level 23
27th Loss 122nd year of Ascendancy at 16:25 see stats
By Artonann the Dwarf Writhing One level 16
35th Dearth 122nd year of Ascendancy at 12:31 see stats
Log
Artonann casts Lash Out.
You collect a new ingredient: snow giant kidney (1).
Snow giant chieftain is weakened by the darkness!
You collect a new ingredient: snow giant kidney (1).
You collect a new ingredient: snow giant kidney (1).
Artonann slows down.
Melee retaliation hits Artonann for 15 nature, 2 nature (17 total damage).
Artonann hits Dread for 0 darkness damage.
Artonann hits Snow giant for 353 darkness damage.
Artonann hits Snow giant for 366 darkness damage.
Artonann hits Snow giant chieftain for 251 darkness damage.
Artonann hits Snow giant for 362 darkness damage.
Artonann hits Beleyakira the snow giant chieftain for 253 darkness damage.
Artonann killed Snow giant!
Artonann killed Snow giant!
Artonann killed Snow giant!
Dread regains their energy.
Dissolved Face from Artonann hits Dread for 0 darkness damage.
Beleyakira the snow giant chieftain casts Invoke Darkness.
Beleyakira the snow giant chieftain hits Artonann for 92 darkness damage.
Dissolved Face from Artonann hits Snow giant boulder thrower for 59 darkness damage.
Dissolved Face from Artonann hits Snow giant chieftain for 91 darkness damage.
Dissolved Face from Artonann hits Beleyakira the snow giant chieftain for 87 darkness damage.
Decrepitude Disease from Artonann hits Snow giant boulder thrower for 23 blight damage.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits Snow giant for 163 lightning damage.
Snow giant thunderer hits Dread for 0 lightning damage.
Snow giant thunderer hits Artonann for 115 lightning damage.
Artonann the level 23 dwarf writhing one was shocked to death by a snow giant thunderer on level 3 of Daikara.
The victim in your stomach finally dies from the painful agony.