











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Shader Control 1.7.6增加对部分游戏特效(隐身、潜行、闪电加速、势不可挡)的控制。在游戏选项-插件界面。 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Activatable Object Cleanup 1.7.0Prevents and cleans up orphaned "activate-object" talents for objects activatable from inventory that you transmogrified from the transmogrification chest. Encouraged for players who use the Utility Supplies addon. Also available as part of the Bugnibus Bugfix Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Water Purification 1.7.0Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 28 / 18% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 72 (base 49) |
| Dexterity | 11 (base 10) |
| Constitution | 43 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 66 (base 58) |
| Cunning | 20 (base 16) |
Resources
| Life | 1258/1258 |
| Psi | 156/156 |
| Stamina | 369/369 |
| Equilibrium | 10 |
| Healing Factor | 1.4897742564934 |
| Regeneration | 18.118486551918 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 11 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 14% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +24% |
| Blight | +18% |
| Physical | +25% |
| Cold | +18% |
| All | 0% |
| Lightning | +18% |
| Light | +15% |
| Mind | +6% |
| Darkness | +18% |
| Fire | +48% |
| Nature | +30% |
Offense: Damage Penetration
| Acid | +27% |
| Blight | +27% |
| Physical | +27% |
| Cold | +37% |
| Darkness | +37% |
| Temporal | +10% |
| Lightning | +27% |
| Fire | +27% |
| Nature | +27% |
Defense: Base
| Armour (hardiness) | 57.557204495618 (81.151787968034%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 14 |
| Physical Save | 49 |
| Spell Save | 46 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 37%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 56%( 80%) |
| Fire | + 20%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Disarm Resistance | 72% |
| Poison Resistance | 29% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -540 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 540 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Icy Skin |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by cutpurse. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+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. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 9. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | 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 | Anygar (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +7, Wil +2, Cun +4 Con +7 offense ------ Move Speed +10% Damage +7% physical On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +5 Fatigue -7% Resistance +9% fire, +3% mind +9% light Physical save +8 (+3 eff.) Spell save +10 (+4 eff.) Mind save +11 (+4 eff.) Life +49.00 other ------- Stamina/turn +0.50 Size +1 A pair of boots made of leather. |
| Light source | bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +5 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 | Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Str +10, Con +10 offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light, +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| Tool | dragonbone totem of healing 'Daimihor' [power 458] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+3 eff.) Ignore resists +10% temporal Accuracy +5 (+3 eff.) defense ------ Armor +4 other ------- Max stamina +30.00 Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Con +1 defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
| On fingers | gold ring 'Morningzeal'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% acid, +6% mind When Hit 2 acid, 8 light defense ------ Mind save +6 (+2 eff.) Life Regen +3.00 Stun Resist +27% other ------- Light +3 Rings make your fingers look great! |
| Around waist | Abysswreath1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +30% fire Ignore resists +10% darkness defense ------ Spell save +7 (+3 eff.) other ------- Light +2 Size +1 A belt that goes around your waist. |
| In main hand | Hareromildil the dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mindpower +10 (+3 eff.) Accuracy +10 (+5 eff.) defense ------ Defense +10 (+7 eff.) Resistance +3% acid, +2% physical +12% lightning Crit Resistance 15.00% Disarm Resist +41% other ------- Psi when Hit +0.08 Hate-on-crit +1.00 Massive two-handed swords. |
| On hands | Zubylaith the Shinebait (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Con +3 offense ------ Ignore resists +10% cold defense ------ Armor +2 Fatigue +3% Resistance +9% lightning, +6% darkness +5% arcane, +3% nature Physical save +15 (+5 eff.) Spell save +4 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +31% other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats Dex +3, Wil +3, Con +3 defense ------ Armor +12 Defense +4 (+4 eff.) Fatigue +14% Resistance +18% cold, +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Beludata the Serpentterror (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Con +3 defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +6% light, +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature, +10% blight Poison Resist +29% Disease Resist +29% Amulets make your neck look great! |
Inventory
copper amulet of the fish0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% cold other ------- Breathe water Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+10 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
wanderer's steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego++] Master While equipped: Stats Dex +4, Cun +3, Con +4 offense ------ Critical power +11.00% Move Speed +10% Accuracy +5 (+3 eff.) Ignore Armor +12 defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Voidenvy the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% darkness, +11% fire Ignore resists +10% darkness +10% temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Resistance +5% arcane, +22% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
gladiator's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+5 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poltergeist's Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats Str +8, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 defense ------ Resist Against +25% Dragon Physical save +9 (+3 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light, +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel greatsword 'Zanendur' (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +10 (+7 eff.) Resistance +3% acid Disarm Resist +32% Stun Resist +20% Teleport Resist +20% other ------- Hate-on-crit +2.00 Max hate +2.00 Massive two-handed swords. |
steel mace 'Flameslice' (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Dex +1, Mag +1, Wil +5 Cun +3, Con +6 offense ------ Physical Crit +6.0% Ignore resists +15% fire defense ------ Resistance +9% fire Life +15.00 Blunt and deadly. |
flaming dwarven-steel shield of fire resistance (+15%) (0 def, 6 armour, 31-37 power, 84 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 6 fire When Hit 5 fire defense ------ Armor +6 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
impenetrable iron plate armour of the dragon (0 def, 13 armour)17.0 Encumbrance T1 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +5% acid, +5% physical +5% fire, +7% lightning +5% cold Disarm Resist +21% Stun Resist +21% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
enlightening steel plate armour of command (6 def, 13 armour)17.0 Encumbrance T2 massive armor [Ego++] Psionic While equipped: Stats Cun +6, Wil +3 defense ------ Armor +13 Defense +6 (+5 eff.) Fatigue +22% Mind save +22 (+8 eff.) A suit of armour made of metal plates. |
Fulirab the Cracklevalor1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Wil +5, Cun +4, Con +1 offense ------ Against +18% Summoned defense ------ Resistance +6% blight, +3% darkness +6% lightning Resist Against +16% Summoned A belt that goes around your waist. |
hardened leather belt 'Heatpython'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +3% lightning Ignore resists +25% fire defense ------ Resistance +3% darkness, +3% fire +3% nature, +5% arcane Physical save +8 (+3 eff.) A belt that goes around your waist. |
pair of hardened leather boots 'Shimmerbreaker' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +3, Wil +4, Cun +3 Con +2 offense ------ Move Speed +10% Damage +9% lightning When Hit 4 lightning defense ------ Armor +3 Fatigue -5% Resistance +6% darkness, +3% lightning Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Life +45.00 other ------- Stamina/turn +0.30 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Abyssrend the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Cun +2, Str +5 offense ------ Mind Crit +4% Mindpower +15 (+5 eff.) Damage +9% mind, +3% fire defense ------ Armor +4 Fatigue +4% other ------- Hate-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Str +0, Wil +0, Cun +8 Con +0 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning, +0% all Physical save +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Leluhek (dig speed 12 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats Str +4 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Fatigue -6% Resistance +3% lightning, +17% fire +7% darkness other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
elven-wood totem of healing [power 308] (15 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats Str +3, Dex +3, Mag +3 Wil -3, Con +3 Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Waylin the Dwarf Wyrmic level 22
8th Stralite 123rd year of Ascendancy at 10:13 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Waylin the Dwarf Wyrmic level 14
25th Wealth 122nd year of Ascendancy at 00:27 see stats
Earth Master
Killed Harkor'Zun.By Waylin the Dwarf Wyrmic level 21
3rd Stralite 123rd year of Ascendancy at 12:27 see stats
Exterminator
Killed 1000 creatures.By Waylin the Dwarf Wyrmic level 20
30th Gold 123rd year of Ascendancy at 00:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Waylin the Dwarf Wyrmic level 26
33rd Profit 123rd year of Ascendancy at 03:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Waylin the Dwarf Wyrmic level 27
14th Dearth 123rd year of Ascendancy at 09:13 see stats
Level 10
Got a character to level 10.By Waylin the Dwarf Wyrmic level 10
10th Profit 122nd year of Ascendancy at 00:16 see stats
Level 20
Got a character to level 20.By Waylin the Dwarf Wyrmic level 20
9th Gold 123rd year of Ascendancy at 21:36 see stats
Poisonous
Sided with the assassin lord.By Waylin the Dwarf Wyrmic level 18
10th Iron 123rd year of Ascendancy at 14:55 see stats
Size matters
Did over 600 damage in one attack.By Waylin the Dwarf Wyrmic level 9
9th Profit 122nd year of Ascendancy at 21:53 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Waylin the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 17:38 see stats
That was close
Killed your target while having only 1 life left.By Waylin the Dwarf Wyrmic level 27
20th Dearth 123rd year of Ascendancy at 21:42 see stats
The Arena
Unlocked Arena mode.By Waylin the Dwarf Wyrmic level 10
17th Profit 122nd year of Ascendancy at 09:48 see stats
The secret city
Discovered the truth about mages.By Waylin the Dwarf Wyrmic level 10
23rd Profit 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Waylin the Dwarf Wyrmic level 22
17th Stralite 123rd year of Ascendancy at 16:15 see stats
Log
Lore found: gravestone
Lore found: Iron Throne Profits History: Age of Allure
Lore found: ornately-painted poster
Lore found: research journal part 4
Lore found: research journal part 2
Lore found: how to be a necromancer, part 2
Lore found: gravestone
Lore found: the egress (2)
Lore found: gravestone
Lore found: A Haunting Dream
Lore found: a new threat (1)
Lore found: a torn page from John's journal
Lore found: gravestone
Lore found: order for director Hompalan
Lore found: orbital base: battle info
Lore found: clue (ruined dungeon)
Lore found: a fearsome sight
Lore found: gravestone
Lore found: gravestone
Lore found: history of Mal'Rok (1)
Lore found: Rules of the Ziguranth
Lore found: a letter addressed to Commander Trelle
Lore found: hastily-written poster
Lore found: slaver's inquiry
Lore found: gravestone
Lore found: sacrificial altar
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: at door).



































































































