










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 22 on the 72nd Regrowth 123rd year of Ascendancy at 02:03 / 2Killed by worm that walks at level 22 on the 72nd Regrowth 123rd year of Ascendancy at 21:09 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 26 (base 12) |
| Constitution | 54 (base 46) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -120/746 |
| Stamina | 170/190 |
| Healing Factor | 1.4497803169826 |
| Regeneration | 11.397153397243 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 49 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Physical | +4% |
| Arcane | +3% |
| All | 0% |
| Nature | +11% |
Offense: Damage Penetration
| Cold | +5% |
| Arcane | +5% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 44.883307766991 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 1 |
| Physical Save | 34 |
| Spell Save | 23 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 39%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 18%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.50 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Orke. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | 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 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Velemina the Poxwire (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Move Speed +10% Ignore resists +20% nature Ignore Armor +3 defense ------ Armor +4 Fatigue -3% Physical save +3 (+2 eff.) Life +43.00 other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glitterquick2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +5 (+1 eff.) When Hit 8 acid 4 light defense ------ Armor +2 Mind save +6 (+4 eff.) other ------- Max stamina +10.00 Light +3 See Stealth +5 See Invisibility +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 | dwarven-steel helm 'Blastobsidian' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +4 Wil +2 Con offense ------ Physical Power +18 (+5 eff.) Damage +15% lightning Ignore resists +5% cold Accuracy +15 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
| On fingers | Murkspawner the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +3% arcane Ignore resists +5% arcane defense ------ Resistance +22% nature +6% temporal Rings make your fingers look great! |
| On fingers | marksman's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+5 eff.) Mindpower +5 (+3 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 106% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | Splendourumbra the dwarven-steel gauntlets (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Cun offense ------ On-Hit 6 physical Damage +4% physical Ignore resists +10% mind When Hit 2 light defense ------ Armor +9 Fatigue +3% Resistance +6% mind +3% light other ------- Light +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. |
| Main armor | rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +25.00 Life Regen +2.60 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
| Cloak | thick cashmere cloak of battle (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +2 (+1 eff.) defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue -3% Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Adeyanor'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Armor +2 Resistance +12% acid +4% physical +3% temporal Stun Resist +20% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 158; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 619%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 489%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 17%; physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Isliwe the Nighttrial0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Resistance +3% mind +3% darkness other ------- Masteries +0.10 Technique/Combat veteran Amulets make your neck look great! |
clarifying gold amulet of strength (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +12% mind Confus Resist +25% Amulets make your neck look great! |
cleansing gold amulet of strength (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str defense ------ Resistance +10% nature +12% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
steel amulet 'Murkmistress'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Damage +6% blight Ignore resists +10% nature When Hit 4 blight defense ------ Resistance +13% light +13% darkness Blind Resist +25% other ------- Max mana +40.00 Max vim +10.00 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Obsidiangrinder0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +5% darkness When Hit 4 mind 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Resistance +22% fire Crit Resistance 5.00% Rings make your fingers look great! |
Radiancestoker (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 light +8 cold On-crit, radius 2 +29 fire While equipped: offense ------ Global Speed +4% Damage +6% physical Ignore resists +20% physical +6% fire When Hit 8 light Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Emeloda the Splendourstake (38-57 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +12 light On Hit: * 20 arcane resource burn While equipped: Stats +2 Con offense ------ Physical Power +12 (+3 eff.) Ignore resists +12% physical defense ------ Resistance +9% lightning +6% darkness +3% light Disarm Resist +15% other ------- Light +1 Massive two-handed mauls. |
steel greatmaul 'Dagenik' (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 27.5 - 41.2 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% While equipped: Stats +1 Con offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +10 (+5 eff.) Resistance +6% mind +3% blight Poison Resist +10% Disarm Resist +35% Massive two-handed mauls. |
steel greatmaul of massacre (38-57 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Master Weapon Damage 38.0 - 57.0 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% Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+4 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Toresin the dwarven-steel greatsword (43-69 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 43.0 - 68.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +15% mind defense ------ Armor +6 Resistance +12% light Healmod +5% Cut Resist +10% Knockbk Resist +10% Massive two-handed swords. |
arcing dwarven-steel greatsword of massacre (45-72 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 45.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed swords. |
dwarven-steel greatsword of evisceration (33-53 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Massive two-handed swords. |
dwarven-steel greatsword of persecution (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Disrupt Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+7 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
void walker's yew magestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+6 eff.) Damage +20% fire defense ------ Resistance +7% darkness +7% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +8% Out-of-Phase Resilience +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glimmerwarden the stralite waraxe (42-59 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.5% Attack Speed 100% On Hit: * 19 arcane resource burn While equipped: Stats +1 Dex +10 Wil +10 Con offense ------ Accuracy +15 (+5 eff.) defense ------ Life +38.00 other ------- Light +2 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
thick linen cloak of protection (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepspanic the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Damage +6% mind Ignore Armor +4 On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +3 Fatigue +2% Resistance +3% cold +3% temporal +9% nature +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +5 Lck +5 Dex defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
wanderer's pair of rough leather boots of massiveness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Cun +5 Con offense ------ Damage +5% physical defense ------ Armor +1 Physical save +11 (+6 eff.) Mind save +11 (+6 eff.) other ------- Size +1 A pair of boots made of leather. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.60 Max stamina +12.00 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. |
storm iron gauntlets of butchering (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) On-Hit 6 lightning Damage +3% lightning Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% lightning Spell save +8 (+4 eff.) 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. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.81 to 86.42 lightning damage (57.61 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Arthidunadur the voratun shield (0 def, 10 armour, 254 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con offense ------ When Hit: * 17% chance to reduce armor by 19% defense ------ Armor +10 Fatigue +8% Resistance +20% acid +13% fire +8% lightning +34% cold Cut Resist +20% Silence Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
6 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. |
94 alchemist agate0.0 Encumbrance 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 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. |
4 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Orke the Cornac Berserker level 15
45th Dusk 122nd year of Ascendancy at 21:10 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Orke the Cornac Berserker level 18
76th Dusk 122nd year of Ascendancy at 22:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Orke the Cornac Berserker level 10
2nd Summertide 122nd year of Ascendancy at 15:58 see stats
Level 20 (Roguelike)
Got a character to level 20.By Orke the Cornac Berserker level 20
10th Haze 122nd year of Ascendancy at 11:53 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Orke the Cornac Berserker level 18
77th Dusk 122nd year of Ascendancy at 01:10 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Orke the Cornac Berserker level 19
9th Haze 122nd year of Ascendancy at 01:08 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Orke the Cornac Berserker level 9
3rd Mirth 122nd year of Ascendancy at 19:57 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Orke the Cornac Berserker level 20
11st Haze 122nd year of Ascendancy at 04:23 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Orke the Cornac Berserker level 20
28th Haze 122nd year of Ascendancy at 09:56 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Orke the Cornac Berserker level 21
10th Allure 123rd year of Ascendancy at 13:02 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Orke the Cornac Berserker level 18
74th Dusk 122nd year of Ascendancy at 17:35 see stats
Unstoppable (Roguelike)
Returned from the dead.By Orke the Cornac Berserker level 22
72nd Regrowth 123rd year of Ascendancy at 02:03 see stats
Log
Ruin hits Worm that walks for 8 healing, 8 healing (0 total damage) [15 healing].
Worm that walks hits Orke for 11 physical, 18 blight, 8 blight, 18 blight (54 total damage).
Melee retaliation hits Worm that walks for 0 acid, 5 light, 0 acid, 5 light (9 total damage).
Orke performs a melee critical strike against Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks resists the terror!
Orke hits Worm that walks for 120 physical, 2 physical (123 total damage).
Talent Death Dance is ready to use.
Deep Wound from Worm that walks hits Orke for 51 physical damage.
Epidemic from Worm that walks hits Orke for 43 blight damage.
Worm Rot from Worm that walks hits Orke for 32 blight, 29 acid (61 total damage).
Worm that walks casts Acid Strike.
Worm that walks misses Orke.
Ruin hits Worm that walks for 6 healing, 7 healing, 7 healing (0 total damage) [20 healing].
Worm that walks hits Orke for 9 acid, 15 blight, 5 acid, 15 blight, 6 fire, 72 acid, 6 blight, 15 blight (144 total damage).
Melee retaliation hits Worm that walks for 0 acid, 5 light, 0 acid, 5 light, 0 acid, 5 light (16 total damage).
Orke performs a melee critical strike against Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks resists the terror!
Orke hits Worm that walks for 141 physical, 3 physical (144 total damage).
Orke has finished recovering.
Worm Rot from Worm that walks hits Orke for 26 blight, 24 acid (50 total damage).
Deep Wound from Worm that walks hits Orke for 42 physical damage.
Orke the level 22 cornac berserker was corroded to death by a worm that walks on level 3 of Lake of Nur.
Orke's rage subsides!
A carrion worm mass bursts out of Orke!
Orke is free from the worm rot.
Orke no longer revels in blood quite so much.

























































































