















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Last Hope archery training 1.5.3Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In 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: Embers of Rage 1.5.0Official 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 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Brawling Adventurer 1.0.4Allows the adventurer class to have the proper combat speed when using gloves/gauntlets. Also adds a set of leather gloves to inventory at birth. Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Better Item Description 1.5.5This 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 Ashes of Urh'Rok 1.5.0Official 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:
Aegis Reward 1.5.5An edit of Waladil's Conveyance Reward to give Aegis rather than Conveyance, as I feel Aegis is a better Spell counterpart to Wild-Gift/Fungus. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 24 / 93% |
| Size | huge |
| Lifes / Deaths | Killed by orc pyromancer at level 24 on the 34th Dearth 122nd year of Ascendancy at 03:43 5 / 2Killed by Lil' Satan at level 24 on the 34th Dearth 122nd year of Ascendancy at 04:36 |
Primary Stats
| Strength | 72 (base 14) |
| Dexterity | 25 (base 14) |
| Constitution | 62 (base 14) |
| Magic | 45 (base 36) |
| Willpower | 54 (base 36) |
| Cunning | 62 (base 36) |
Resources
| Steam | 100/100 |
| Mana | 487/487 |
| Equilibrium | 0 |
| Vim | 192/192 |
| Life | 543/543 |
| Positive | 104/109 |
| Stamina | 259/259 |
| Psi | 362/362 |
| Healing Factor | 1.4662068965517 |
| Regeneration | 2.8591034482759 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -62.321089226074% |
| Spell | 0% |
| Global | +144.375% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 43.601735099766 |
| See Invisible | 43.601735099766 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 55 |
| Crit Chance | 28% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Arcane | +25% |
| Cold | +4% |
| Lightning | +11% |
| Light | +19% |
| Darkness | +3% |
| Mind | +6% |
| Fire | +6% |
| Nature | +11% |
Offense: Damage Penetration
| Arcane | +16% |
| Light | +5% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 53.063402816797 (90.416666666667%) |
| Defense | 29 |
| Ranged Defense | 41 |
| Fatigue | 30 |
| Physical Save | 64 |
| Spell Save | 44.5 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 47%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 29%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 58%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 39%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
| Disarm Resistance | 5% |
| Poison Resistance | 27% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Strength stat. |
| 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 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Strength stat. |
Class Talents
| Spell / Temporal | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Shield of Light |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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. | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 24% of the way to your next Rank. You have killed: 17 Uniques 13 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within5 lumberjacks have died. | done |
Equipment
| Psionic focus | steel battleaxe 'Eariromiblek' (27.5-41.25 power, 2 apr)3.0 T2 battleaxe 1H weapon [Random Unique] Master/Psionic Power 27.5 - 41.3 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% blight Disarm- +5% ---------- misc Psi/ret +0.08 Telepathy Demon/Minor Demon/Major Massive two-handed battleaxes. |
| Quiver | hateful pouch of steel shots of gravity (19/19, 24-28.8 power, 2 apr)3.0 T2 shot ammo [Ego++] Nature/Psionic Power 24.0 - 28.8 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Ranged+ +7 gravity +13 darkness Against +7% Living On Hit: * 10% chance to crush the target Shots are used with slings to pummel your foes to death. |
| On hands | polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 6.5 - 7.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (111 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Belidatira the Glintcrypt (0 def, 2 armour)2.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Dmg.mod +9% light +6% arcane Res.pen +5% light ----- def ----- Armour +2 Fatigue +1% Resists +9% light Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On feet | pair of dwarven-steel boots 'Toradorain' (6 def, 5 armour)3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Armour +5 Defense +6 (+3 eff.) Rng.Def +5 (+2 eff.) Fatigue -5% Resists +3% blight +3% fire +9% temporal Phys.save +42 (+8 eff.) Spell.save +6 (+2 eff.) Blind- +5% Poison- +15% ---------- misc Max.enc +34 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Zubida the Blackkiller (dig speed 24 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% darkness Apr +6 Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +3% temporal ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Emekira the Lavablow0.1 T1 ring jewelry [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +11% lightning +6% fire +11% nature Melee Ret 8 mind ----- def ----- Resists +22% lightning +29% nature +7% blight Poison- +12% Disease- +12% ---------- misc Psi/ret +0.04 Max.hate +2.00 Max.psi +40.00 Rings can have magical properties. |
| On fingers | Stormrip0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Mag +6 Wil +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +18 (+5 eff.) Spell.pwr +6 (+2 eff.) ----- def ----- Armour +9 Resists +9% lightning Max.HP +10.00 HP.reg +0.20 Rings can have magical properties. |
| Around neck | copper amulet 'Prismqueller'0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +11% lightning +11% cold +6% light +13% fire Stun/Frz- +23% ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Max.psi +20.00 Light +1 Amulets can have magical properties. |
| In main hand | coruscating voratun shield of patience (12 def, 3 armour, 66.5-79.8 power, 216 block)7.0 T5 shield armor [Ego++] Arcane When used to Attack: Power 66.5 - 79.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +216 Melee+ +10 temporal +17 fire While equipped: Stats +3 Str dps ---------- Melee Ret 31 fire 16 temporal ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +16% temporal +20% fire ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 6.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (418) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 52%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Around waist | hardened leather belt 'Airgrinder'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +8% Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+3 eff.) Res.pen +15% mind Melee Ret 20 lightning ----- def ----- Resists +12% mind +3% lightning Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield (8 def, 2 armour, 31.5-37.8 power, 80.5 block)7.0 T3 shield armor [Ego] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 13 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Eremezilabar (2 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +3 Con dps ---------- Spell.crit +4% Mind.crit +4% Crit.mult +14.00% Spell.pwr +4 (+2 eff.) Dmg.mod +19% arcane +12% blight Res.pen +16% arcane Melee Ret 4 arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +3% blight ---------- misc Max.mana +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite mail armour of implacability (5 def, 16 armour)14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +5 Wil dps ---------- Melee Ret 9 light ----- def ----- Armour +16 Defense +5 (+3 eff.) Fatigue +8% Resists +22% blight +12% darkness Phys.save +10 (+2 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +13% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% cold +11% fire Amulets can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 114.46 physical damage to all targets in line, and inflicting bleeding for another 57.23 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
iron battleaxe 'Singesnake' (16.5-24.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 16.5 - 24.8 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +7% Undead On Hit.r1 +8 temporal +4 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% temporal ----- def ----- Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 78% Wil Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 134% damage. If the attack hits, the target's armour and saves are reduced by 16 for 7 turns. Also if the target is protected by a temporary damage shield there is 74% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatsword (16.5-26.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 234.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Pinwheel (13-19.5 power, 10 apr)3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 60% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.81 to 56.43 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Flashpoint4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
iron shield (4 def, 2 armour, 10-12 power, 21.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9-10.8 power, 21 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
deflecting dwarven-steel shield of lightning resistance (+16%) (15 def, 2 armour, 33-39.6 power, 76.5 block)7.0 T3 shield armor [Ego] Master When used to Attack: Power 33.0 - 39.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 While equipped: ----- def ----- Armour +2 Defense +15 (+8 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +16% lightning Proj.evade +6% ---------- misc Talents +3 Block Handheld deflection devices. |
Wretchwinter (1 def, 2 armour)9.0 T1 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% nature +9% acid Melee Ret 4 acid 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +29% acid +7% physical +11% darkness Max.HP +34.00 HP.reg +3.70 Heal.mod +12% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
spiked rough leather armour of temporal resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% temporal A suit of armour made of leather. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Shinegasher'1.0 T1 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +7 (+2 eff.) Res.pen +5% darkness +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light Spell.save +6 (+2 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Undeathstoker (11 def, 1 armour)2.0 T1 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% mind Res.pen +10% nature +7% physical ----- def ----- Armour +1 Defense +11 (+6 eff.) Fatigue -4% Resists +9% nature Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.enc +22 Max.psi +20.00 Telepathy Humanoid/Orc Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
miner's pair of iron boots (0 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 9.5 - 13.3 Physical Uses 24% Wil, 64% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Phys.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
153 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Automated Portable Extractor0.0 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. |
iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 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. |
Achievements
Curse Lifter (Madness (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By Lil' Satan the Dwarf Adventurer level 19
38th Profit 122nd year of Ascendancy at 05:31 see stats
Fear me not! (Madness (Adventure) difficulty) (Uniques)
Survived the Fearscape!By Lil' Satan the Dwarf Adventurer level 19
13rd Wealth 122nd year of Ascendancy at 05:49 see stats
Level 10 (Madness (Adventure) difficulty) (Uniques)
Got a character to level 10.By Lil' Satan the Dwarf Adventurer level 10
16th Voratun 122nd year of Ascendancy at 11:00 see stats
Level 20 (Madness (Adventure) difficulty) (Uniques)
Got a character to level 20.By Lil' Satan the Dwarf Adventurer level 20
34th Dearth 122nd year of Ascendancy at 02:02 see stats
Size is everything (Madness (Adventure) difficulty) (Uniques)
Did over 1500 damage in one attack.By Lil' Satan the Dwarf Adventurer level 23
34th Dearth 122nd year of Ascendancy at 02:29 see stats
Size matters (Madness (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By Lil' Satan the Dwarf Adventurer level 19
34th Dearth 122nd year of Ascendancy at 02:01 see stats
Squadmate (Madness (Adventure) difficulty) (Uniques)
Escaped from Reknor alive with your squadmate Norgan.By Lil' Satan the Dwarf Adventurer level 12
19th Voratun 122nd year of Ascendancy at 00:57 see stats
The Arena (Madness (Adventure) difficulty) (Uniques)
Unlocked Arena mode.By Lil' Satan the Dwarf Adventurer level 13
5th Profit 122nd year of Ascendancy at 16:15 see stats
The bigger the better! (Madness (Adventure) difficulty) (Uniques)
Did over 3000 damage in one attack.By Lil' Satan the Dwarf Adventurer level 24
34th Dearth 122nd year of Ascendancy at 03:21 see stats
Treasure Hunter (Madness (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By Lil' Satan the Dwarf Adventurer level 19
10th Wealth 122nd year of Ascendancy at 03:28 see stats
Log
Lil' Satan deactivates Osmosis Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Orc pyromancer's Fireflash killed Lil' Satan!
Resting starts...
Talent Furnace is ready to use.
Talent Arcane Combat is ready to use.
Talent Warding Weapon is ready to use.
Talent Retribution is ready to use.
Talent Time Shield is ready to use.
Talent Shield of Light is ready to use.
Lil' Satan activates Shield of Light.
Talent Infusion: Regeneration is ready to use.
Talent Forge Shield is ready to use.
Talent Osmosis Shield is ready to use.
Talent Augmentation is ready to use.
Talent Wild Growth is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Hardened Core is ready to use.
Talent Essence of Speed is ready to use.
Talent Premonition is ready to use.
Talent Shards is ready to use.
Rested for 42 turns (stop reason: all resources and life at maximum).
Saving done.
Lil' Satan activates Arcane Combat.
Lil' Satan activates Beyond the Flesh.
Saving game...





















































































































