

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.7Official 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.
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This 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 Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: 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 | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 14 / 96% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 300 (base 40) |
Dexterity | 309.2479581209 (base 40) |
Constitution | 280.2479581209 (base 40) |
Magic | 288 (base 40) |
Willpower | 261 (base 40) |
Cunning | 300.2479581209 (base 40) |
Resources
Mana | 278/278 |
Negative | 54/64 |
Vim | 383/395 |
Life | 759/759 |
Positive | 69/69 |
Stamina | 206/206 |
Steam | 145/145 |
Healing Factor | 1.7003304287556 |
Regeneration | 68.924721802753 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +126.52727778311% |
Spell | +50.088033729644% |
Global | +98.159509202454% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 14 |
See Stealth | 157.65720800538 |
See Invisible | 170.90516612628 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 148 |
Accuracy | 132 |
Crit Chance | 179% |
APR | 70 |
Speed | 1.00 |
Offense: Offhand
Damage | 97 |
Accuracy | 132 |
Crit Chance | 177% |
APR | 70 |
Speed | 1.00 |
Offense: Spell
Spellpower | 118 |
Crit Chance | 100% |
Speed | 0.66627563513912 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 114 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Cold | +18% |
Lightning | +35% |
Light | +59% |
Darkness | +79% |
Blight | +25% |
Arcane | +25% |
Fire | +94% |
All | 0% |
Offense: Damage Penetration
Arcane | +12% |
Lightning | +17% |
Cold | +20% |
All | +7% |
Defense: Base
Armour (hardiness) | 97.384424313652 (92%) |
Defense | 146 |
Ranged Defense | 146 |
Fatigue | 0 |
Physical Save | 109 |
Spell Save | 121 |
Mental Save | 95 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 46%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Lightning | + 70%( 70%) |
Light | + 47%( 70%) |
Temporal | + 50%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 83%( 83%) |
Fire | + 70%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 54% |
Fear Resistance | 75% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.7 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 68%. |
Class Talents
Cursed / Gloom | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Predator | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Tireless Combatant | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Crescendo | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Poisons | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Enhancement | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Doom shield | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Black-magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Voidwalker | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Mage warden | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Chants | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Demonic strength | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Engineering | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Blacksmith | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Aegis | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Cursed form | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Chemistry | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Hymns | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Torment | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Scoundrel | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Cursed aura | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Effects
talent | Fiery Hands |
talent | Arcane Shield |
talent | Savage Hunter |
talent | Apply Poison |
talent | Shock Hands |
talent | Hardened Core |
talent | Shielding |
talent | Osmosis Shield |
talent | Hymn Nocturnalist |
talent | Volatile Poison |
talent | Overkill |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Pace Yourself |
talent | Hymn of Shadows |
talent | Bleak Outcome |
talent | Leeching Poison |
talent | Gloom |
talent | Blood Vengeance |
talent | Abyssal Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 12.6)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +38% critical damage, +32% off-hand weapon damage Power 2+: -1 Luck, +24 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 146% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Mayegatta the wolf - Iseyath the xorn - Lisoth the treant - Aeruldarin the forest troll 21% Received damage reduction against: - Plants - Canine - Troll - Xorn |
beneficial effect | You have 6 charges. Ominous Shadow Charges |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +22 Darkness Resistance, +13% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 23% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 23% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+23% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+44% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 44% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +7 Dex +4 Mag ----- def ----- Armour +4 Defense +8 (+1 eff.) ---------- misc Spell.cld 10% Curse of Madness A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 cold Dmg.mod +7% cold Acc +17 (+2 eff.) ----- def ----- Armour +4 Fatigue +5% Resists +5% cold Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +6% Dmg.mod +17% blight +25% arcane +3% darkness Res.pen +5% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +9% darkness ---------- misc Max.vim +25.00 Curse of Shrouds Vimsense: Level 2.0 Pwr.cost 9 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27% and all saves by 45, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | ![]() 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 Curse of Shrouds A huge tooth taken from the Mouth, in the Deep Bellow. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Curse of Madness Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit / acc Crit +4.0% Atk.spd 100% Block +75 On Hit: * Create an explosion dealing 168 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +11% cold Res.pen +13% cold ----- def ----- Armour +7 Defense +11 (+1 eff.) Fatigue +10% ---------- misc Talents +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% lightning ----- def ----- Resists +3% mind ---------- misc Light +6 Curse of Misfortune 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. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Acc+ +0.2% crit / acc Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +8 (+1 eff.) Apr +7 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +6% Resists +11% nature +12% blight Max.HP +29.00 ---------- misc Talents +1 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +6 Wil +4 Cun dps ---------- Spell.crit +5% Acc +8 (+1 eff.) Apr +5 ----- def ----- Defense +3 (+0 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 5 darkness ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +20% temporal +31% darkness +15% light Def/telep +25 Res/telep +11% Dur/telep +23% Curse of Madness Blink to a nearby random location (rad 12) Puts all charms on 9 cooldown A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 266% efficiency and cooldown mod of 59%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 nature While equipped: Stats +2 Mag +5 Wil +1 Cun dps ---------- Spell.pwr +9 (+2 eff.) Melee Ret 4 nature Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Curse of Madness Massive two-handed swords. |
![]() 3.0 T1 steamsaw 2H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit / acc Apr +12 Crit +2.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +8 (+1 eff.) Fatigue +10% ---------- misc Talents +2 Block Curse of Nightmares Earlier steamsaws were notably not meant to be used with one hand. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +14 Crit +1.5% Atk.spd 100% Phasing +10% Melee+ +7 darkness Against +7% Living On Hit: * 25% chance for lightning to strike from the target to a second target dealing 168 damage While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind ---------- misc Equi/ret +0.12 Max.hate +6.00 Curse of Corpses Blunt and deadly. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+1 eff.) Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 shot ammo [Ego] Nature/Master Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 21 Ranged+ +12 cold On Crit.r2 +7 cold Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +13.0% Capacity 41 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +1 Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +9% acid +18% temporal +12% mind Curse of Nightmares A suit of armour made of leather. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Res.pen +15% fire Melee Ret 2 light ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +15% lightning ---------- misc Light +1 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Max.HP +20.00 Curse of Madness A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +13% blight +15% fire +12% nature Curse of Misfortune A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Random Unique] Disrupt/Master While equipped: Stats +6 Str dps ---------- Crit.mult +5.00% Res.pen +20% mind ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% acid +7% physical +12% darkness +13% blight +6% fire +12% nature Mind.save +3 (+1 eff.) ---------- misc Max.hate +6.00 Light +2 Curse of Nightmares Track: Puts all charms on 10 cooldown Level 6.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 99 for 8 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +6% mind Mind.save +10 (+2 eff.) Curse of Misfortune A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) Curse of Corpses 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: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold Curse of Nightmares 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 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 0% * 10 arcane resource burn ----- def ----- Armour +3 Resists +3% nature +3% light ---------- misc Infravis +1 Curse of Misfortune A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Curse of Corpses Blink to a nearby random location (rad 7) Puts all charms on 9 cooldown 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 [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+2 eff.) Acc +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +24% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% mind Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness Curse of Nightmares A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Curse of Corpses A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil +1 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal Curse of Misfortune A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 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: 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 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 Curse of Corpses 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/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 Curse of Nightmares 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +4% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Curse of Madness Flame: Level 2.0 Pwr.cost 3 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 534.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 67 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Spada the Dwarf Adventurer level 9
22nd Voratun 122nd year of Ascendancy at 02:47 see stats
By Spada the Dwarf Adventurer level 10
24th Voratun 122nd year of Ascendancy at 18:11 see stats
By Spada the Dwarf Adventurer level 6
17th Voratun 122nd year of Ascendancy at 09:12 see stats
By Spada the Dwarf Adventurer level 5
16th Voratun 122nd year of Ascendancy at 21:01 see stats
By Spada the Dwarf Adventurer level 14
29th Voratun 122nd year of Ascendancy at 10:09 see stats
Log
You pickup 0.52 gold pieces.
Spada uses Create Tinker.
Spada deactivates Blood Vengeance.
Spada is resonating with spell power!
Spada deactivates Fiery Hands.
Spada deactivates Leeching Poison.
Spada deactivates Osmosis Shield.
Spada deactivates Shielding.
Spada deactivates Apply Poison.
Spada deactivates Shock Hands.
Spada deactivates Pace Yourself.
Spada deactivates Volatile Poison.
Spada deactivates Chant of Resistance.
Spada deactivates Overkill.
Spada deactivates Gloom.
Spada is resonating with mind power!
Spada is no longer resonating.
Spada is surging power.
Spada deactivates Bleak Outcome.
Spada is resonating with spell power!
Spada is no longer resonating.
Spada deactivates Hardened Core.
Spada deactivates Daunting Presence.
Spada deactivates Arcane Shield.
Spada deactivates Hymn Nocturnalist.
Spada deactivates Savage Hunter.
Spada deactivates Abyssal Shield.
Spada deactivates Hymn of Shadows.