Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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:
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 OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.6Donators/Buyers bonus! 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.
OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Summoner |
Level / Exp | 20 / 73% |
Size | medium |
Lifes / Deaths | Killed by Xumirevea the gigantic corrosive tunneler at level 20 on the 45th Steel 123rd year of Ascendancy at 14:59 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 14 (base 11) |
Constitution | 21 (base 10) |
Magic | 32 (base 30) |
Willpower | 44 (base 35) |
Cunning | 49 (base 29) |
Resources
Life | -56/600 |
Equilibrium | 29 |
Healing Factor | 1.244804467222 |
Regeneration | 5.2904189856936 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.294708266768 |
See Invisible | 33.294708266768 |
Offense: Mainhand
Damage | 18 |
Accuracy | 13 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Darkness | +6% |
Fire | +22% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 32.413408721348 (65.897138898113%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 15 |
Physical Save | 31 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 9%( 70%) |
All | + 3%( 70%) |
Darkness | + 26%( 70%) |
Light | + 23%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 11%( 70%) |
Fire | + 54%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Disarm Resistance | 13% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+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 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within | active |
Equipment
On feet | Fogcast the pair of iron boots (0 def, 5 armour) Fogcast the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +5 Fatigue +2% Resists +12% darkness Crit.chn- 5.00% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Tiderune the pouch of iron shots (14/14, 17-20 power, 1 apr) Tiderune the pouch of iron shots (14/14, 17-20 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 17.0 - 20.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Ranged+ +25 cold On Hit.r1 +4 mind +20 cold On Crit.r2 +8 mind +14 cold Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Eilinogavena' brass lantern 'Eilinogavena'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +3 Con ----- def ----- Resists +3% temporal +2% physical Max.HP +40.00 HP.reg +2.00 Poison- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Adumira' (0 def, 1 armour) rough leather cap 'Adumira' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold Mind.save +6 (+3 eff.) ---------- misc Max.hate +2.00 Light +2 A cap made of leather. |
On hands | iron gauntlets 'Glorodhetha' (0 def, 1 armour) iron gauntlets 'Glorodhetha' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +4 Cun +3 Mag dps ---------- Phys.pwr +5 (+3 eff.) Acc +5 (+5 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +3% nature +3% light Spell.save +9 (+5 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | powerful elm totem of healing [power 116] (12/12 cooldown) powerful elm totem of healing [power 116] (12/12 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 12 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's copper ring of fire (+22%) savior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
On fingers | Noonclash Noonclash0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +10% light Melee Ret 2 light ----- def ----- Resists +5% arcane +22% fire +3% darkness +9% light Rings make your fingers look great! |
Around neck | Unlightedge the copper amulet Unlightedge the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% darkness Melee Ret 2 light ----- def ----- Armour +4 Fatigue -4% Max.HP +60.00 HP.reg +2.00 Heal.mod +15% Cut- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | warbringer's iron mace of persecution (12-18 power, 2 apr) warbringer's iron mace of persecution (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Disrupt/Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% Blunt and deadly. |
Around waist | noble's rough leather belt noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
In off hand | Tufang the Cracklefame (0 def, 4 armour, 37 block) Tufang the Cracklefame (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid 7 lightning On shield block: * Cause enemies within radius 6 to bleed for 104 physical damage over 5 turns (1/turn) Melee Ret 1 acid 3 lightning ----- def ----- Armour +4 Fatigue +8% Resists +9% light +3% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Treeblur (1 def, 0 armour) Treeblur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Crit.chn- 15.00% Phys.save +3 (+1 eff.) Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aerylaith the steel mail armour (2 def, 11 armour) Aerylaith the steel mail armour (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +7% Resists +12% blight +6% physical +14% nature +9% darkness Phys.save +17 (+8 eff.) Spell.save +3 (+2 eff.) A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 138; cd 12) healing infusion of the sneak (heal 138; cd 12)0.1 infusion scroll [Ego] 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 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Starorder the copper ring Starorder the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +20% mind ----- def ----- Resists +6% light +22% cold ---------- misc Max.hate +2.00 Max.psi +10.00 Rings make your fingers look great! |
Tuludunabar the Wintercutter Tuludunabar the Wintercutter0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% mind +20% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
enhanced steel greatsword (22-36 power, 2 apr) enhanced steel greatsword (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Str +5 Dex +6 Mag +6 Wil +6 Cun +6 Con Massive two-handed swords. |
Urytar the steel mace (22-31 power, 3 apr) Urytar the steel mace (22-31 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +14 fire While equipped: Stats +1 Mag dps ---------- Spell.crit +1% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Blunt and deadly. |
hardened leather sling hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Eloyalaith the Lustremistress Eloyalaith the Lustremistress1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +6% lightning ----- def ----- Resists +5% fire +9% light +6% cold ---------- misc Light +2 A belt that goes around your waist. |
rough leather belt 'Charhunt' rough leather belt 'Charhunt'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +9% fire Melee Ret 6 fire ----- def ----- Resists +3% cold Mind.save +12 (+6 eff.) Stealth +6 ---------- misc T.Disarm +8 Hate/m.crit +1.00 Infravis +3 A belt that goes around your waist. |
Emiremira the pair of iron boots (0 def, 3 armour) Emiremira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +7 Cun +2 Con dps ---------- Mind.crit +2% Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% ---------- misc See.Invis +3 Disengage: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galewilter (0 def, 3 armour) Galewilter (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Resists +15% lightning +3% temporal +8% fire +3% nature +9% cold A pair of boots made of leather. |
Woeweeper (0 def, 1 armour) Woeweeper (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% ----- def ----- Armour +1 Silence- +20% Confus- +22% Stun/Frz- +21% ---------- misc Psi/ret +0.12 See.Invis +9 A pair of boots made of leather. |
Xeragatha (0 def, 1 armour) Xeragatha (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +7 Str +3 Dex +2 Mag +1 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Porenne (1 def, 0 armour) Porenne (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Mag ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) ---------- misc Infravis +3 See.Invis +12 A pointy cloth hat, very wizardly... |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Blizzardguile the voratun shield (0 def, 10 armour, 202 block) Blizzardguile the voratun shield (0 def, 10 armour, 202 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +10 Fatigue +8% Resists +15% blight +15% nature +5% arcane +48% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 agate 2 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. |
162 alchemist agate 162 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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 A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 387/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
elm totem of summon tentacle [power 100] (12/19 cooldown) elm totem of summon tentacle [power 100] (12/19 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 1 All Resist: 2 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
ametrine 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. |
5 citrine 5 citrine0.0 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. |
4 zircon 4 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. |
Achievements
By Kazrim the Dwarf Summoner level 15
8th Steel 123rd year of Ascendancy at 07:21 see stats
By Kazrim the Dwarf Summoner level 10
4th Iron 123rd year of Ascendancy at 06:23 see stats
By Kazrim the Dwarf Summoner level 20
37th Steel 123rd year of Ascendancy at 07:30 see stats
By Kazrim the Dwarf Summoner level 6
19th Voratun 122nd year of Ascendancy at 05:37 see stats
By Kazrim the Dwarf Summoner level 8
10th Shortage 122nd year of Ascendancy at 07:42 see stats
By Kazrim the Dwarf Summoner level 13
20th Iron 123rd year of Ascendancy at 01:08 see stats
By Kazrim the Dwarf Summoner level 17
25th Steel 123rd year of Ascendancy at 13:26 see stats
Log
Fire drake's devouring flames area effect hits Xumirevea the gigantic corrosive tunneler for 19 fire damage.
Xumirevea the gigantic corrosive tunneler is less vulnerable to physical.
Xumirevea the gigantic corrosive tunneler's Beyond the Flesh performs a melee critical strike against Black jelly!
Black jelly starts to bleed.
Sandworm burrower speeds up.
Black jelly absorbs some damage. Kazrim is closer to nature.
Xumirevea the gigantic corrosive tunneler's Beyond the Flesh hits Black jelly for 121 physical, 12 nature, 17 physical (151 total damage).
Melee retaliation hits Gigantic sandworm tunneler for 0 acid, 1 lightning, 2 light (3 total damage).
Gigantic sandworm tunneler hits Kazrim for 17 physical damage.
Talent Track is ready to use.
Talent Fire Drake is ready to use.
Talent Turtle is ready to use.
Talent Antimagic Zone is ready to use.
Kazrim uses Resonance Field.
A psychic field forms around Kazrim.
Kazrim activates his powerful elm totem of healing!
Sandworm burrower receives 116 healing from Kazrim.
Kazrim receives 144 healing.
Black jelly receives 138 healing from Kazrim.
Xumirevea the gigantic corrosive tunneler uses Thermal Strike.
Kazrim starts to bleed.
Kazrim's Track is disrupted by his wounds!
Xumirevea the gigantic corrosive tunneler performs a melee critical strike against Kazrim!
Your resonance field crumbles under the damage!
The psychic field around Kazrim crumbles.
Kazrim is cut deeply.
Melee retaliation hits Xumirevea the gigantic corrosive tunneler for (0 to psi shield), 0 acid, 1 lightning, 2 light, (0 to psi shield), 0 acid, 1 lightning, 2 light (7 total damage).
Xumirevea the gigantic corrosive tunneler hits Kazrim for (92 resonance), 92 cold, (10 resonance), 10 physical, (46 resonance), 82 cold, 19 physical, 109 cold (312 total damage).
Kazrim the level 20 dwarf summoner was frozen to death by Xumirevea the gigantic corrosive tunneler on level 1 of Sandworm lair.