












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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:
Improved Auto-explore and Rest 1.5.5Quality 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 1.5.10This 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 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.5.10Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies 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: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 24 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Polunor the brecklorn at level 5 on the 20th Voratun 122nd year of Ascendancy at 23:38 0 / 6Killed by Adotira the sandworm at level 21 on the 14th Steel 123rd year of Ascendancy at 14:08 Killed by Adotira the sandworm at level 22 on the 6th Gold 123rd year of Ascendancy at 07:59 Killed by Adotira the sandworm at level 22 on the 11st Gold 123rd year of Ascendancy at 07:45 Killed by saw horror at level 23 on the 2nd Stralite 123rd year of Ascendancy at 23:58 Killed by Islyna the dreaming horror at level 24 on the 5th Stralite 123rd year of Ascendancy at 12:34 |
Primary Stats
| Strength | 88 (base 54) |
| Dexterity | 19 (base 12) |
| Constitution | 27 (base 12) |
| Magic | 34 (base 30) |
| Willpower | 33 (base 24) |
| Cunning | 25 (base 12) |
Resources
| Steam | 100/100 |
| Mana | 424/424 |
| Equilibrium | 0 |
| Vim | 212/212 |
| Life | 687/819 |
| Psi | 164/164 |
| Stamina | 272/272 |
| Paradox | 300 |
| Healing Factor | 1.1294416243655 |
| Regeneration | 0.73413705583759 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 30.108545491274 |
| See Invisible | 51.108545491274 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Darkness | +8% |
| Light | +30% |
| Temporal | +13% |
| Blight | +6% |
| Physical | +6% |
| Mind | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.5 (80%) |
| Defense | 26 |
| Ranged Defense | 39 |
| Fatigue | 39 |
| Physical Save | 60 |
| Spell Save | 48 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 21%( 70%) |
| Mind | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 68% |
| Teleport Resistance | 25% |
| Confusion Resistance | 38% |
| Disarm Resistance | 44% |
| Knockback Resistance | 76% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 4 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 361 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 381% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| 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
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 xorn fragment. * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. 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 black mamba head. * '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.' * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Kekhad the dragonbone magestaff (30-36 power, 6 apr, light element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +2 Mag dps ---------- Spell.crit +5% Crit.mult +39.00% Spell.pwr +21 (+7 eff.) S.pwr/crit +7 Melee+ 24 fire Dmg.mod +30% light ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) ---------- misc Stam/turn +0.60 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Quiver | pouch of dwarven-steel shots 'Thunderpassion' (17/17, 38.5-46.2 power, 14 apr)3.0 T3 shot ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +14 Crit +14.0% Capacity 17 Proj.spd +400% Ranged+ +9 acid On Hit.r1 +8 lightning +4 temporal On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
| On hands | temporal iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +5% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Ivyrilaith1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% blight +8% darkness +10% mind ----- def ----- Resists +5% light Crit.dmg- 5.00% Affinity +5% darkness Blind- +20% Confus- +12% Pinning- +15% Knockbk- +10% ---------- misc Max.mana +40.00 Light +7 Infravis +3 See.Stealth +6 See.Invis +8 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelyldavena the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +3% Resists +9% mind Phys.save +10 (+2 eff.) Disease- +10% Teleport- +25% A hat made of leather. Very stylish. |
| On feet | Ivomina the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% temporal Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +9% temporal A pair of boots made of leather. |
| Tool | Polunor the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +6 Con ----- def ----- Fatigue -5% ---------- misc Psi/ret +0.08 Max.stam +20.00 Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +10 (+4 eff.) Rings can have magical properties. |
| On fingers | Molach the gold ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: ----- def ----- Resists +3% cold +6% darkness +3% mind Mind.save +8 (+3 eff.) Max.HP +64.00 Disarm- +44% Confus- +26% Pinning- +53% Knockbk- +66% Rings can have magical properties. |
| Around neck | Silitta0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Wil +1 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% mind ----- def ----- Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Psi/ret +0.04 Masteries +0.10 Steamtech/Avoidance Amulets can have magical properties. |
| In main hand | Fulaldil the Smearjam (8 def, 8 armour, 31.5-37.8 power, 98 block)7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +98 Melee+ +12 cold While equipped: Stats +4 Cun +2 Mag dps ---------- Melee+ 5 cold Dmg.mod +6% nature Melee Ret 12 ice ----- def ----- Armour +8 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +16% cold ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | nightruned rough leather belt of containment1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness Anom.red +11 Max.HP +54.00 ---------- misc Max.mana +31.00 Max.stam +25.00 Max.hate +11.00 Max.psi +21.00 Max.vim +20.00 Max.P.En +21.00 Max.N.En +20.00 A belt that goes around your waist. |
| In off hand | Zeruromisin the dwarven-steel shield (8 def, 2 armour, 33-39.6 power, 86 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +86 On Hit: * 58% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 7 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +6% blight +6% fire +15% lightning +9% acid ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Airmaim the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Cun dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 15.00% Max.HP +32.00 ---------- misc Infravis +1 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aremas the Weepcrack (4 def, 19 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +3% nature +6% physical ----- def ----- Armour +19 Defense +4 (+2 eff.) Fatigue +16% Resists +18% acid +9% physical +19% cold +9% lightning +12% fire Phys.save +9 (+2 eff.) Max.HP +108.00 HP.reg +0.40 ---------- misc Breathe water A suit of armour made of mail. |
Inventory
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Burnsever =55=0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +3% blight +9% fire Phasing +30% Melee Ret 8 arcane ----- def ----- Spell.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
earthen dragonbone magestaff of might (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning ----- def ----- Armour +6 Hardiness +8% Phys.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
barbed quiver of ash arrows of vileness (22/22, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 22 Ranged+ +11 blight +11 bleed On Hit: * 12% chance to disease On Crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing Arrows are used with bows to pierce your foes to death. |
Ivamina (21/21, 45-54 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Random Unique] Arcane Power 45.0 - 54.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +8 acid On Hit.r1 +12 acid +18 fire On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% * Random elemental explosion Shots are used with slings to pummel your foes to death. |
corrosive iron shield of patience (4 def, 2 armour, 8.5-10.2 power, 23 block) =time shield=7.0 T1 shield armor [Ego++] Arcane When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +23 Melee+ +11 acid +11 temporal While equipped: Stats +2 Con dps ---------- Melee Ret 10 temporal On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +11% acid +10% temporal ---------- misc Talents +1 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 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 (358) is absorbed, or the time runs out (9 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 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
silk robe of power (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +13% all ----- def ----- Defense +3 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) =++=9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Gura the dwarven-steel mail armour (3 def, 10 armour) =water=14.0 T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +9 Wil dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +6% arcane Phasing +30% Melee Ret 6 light 4 arcane ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +16% Resists +16% blight +8% cold +16% darkness +11% acid Mind.save +13 (+5 eff.) ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Belildama =dd=1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +3% temporal +10% physical Res.pen +13% physical ----- def ----- Mind.save +7 (+3 eff.) Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
dwarven-steel gauntlets 'Eilinukira' (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +2 HP.reg +2.40 ---------- misc Stam/turn +0.80 Psi/turn +0.21 Telepathy Dragon Metal gloves protecting the hands up to the middle of the lower arm. |
3 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
5 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 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. |
6 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
217 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. |
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. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aurliel the Dwarf Adventurer level 10
25th Profit 122nd year of Ascendancy at 23:13 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Aurliel the Dwarf Adventurer level 20
31st Iron 123rd year of Ascendancy at 17:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aurliel the Dwarf Adventurer level 10
19th Profit 122nd year of Ascendancy at 04:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aurliel the Dwarf Adventurer level 20
19th Iron 123rd year of Ascendancy at 21:22 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aurliel the Dwarf Adventurer level 19
10th Loss 122nd year of Ascendancy at 04:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Aurliel the Dwarf Adventurer level 16
22nd Dearth 122nd year of Ascendancy at 06:12 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aurliel the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 17:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Aurliel the Dwarf Adventurer level 12
45th Profit 122nd year of Ascendancy at 22:13 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aurliel the Dwarf Adventurer level 21
32nd Steel 123rd year of Ascendancy at 02:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Aurliel the Dwarf Adventurer level 16
25th Dearth 122nd year of Ascendancy at 14:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Aurliel the Dwarf Adventurer level 23
13rd Gold 123rd year of Ascendancy at 01:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aurliel the Dwarf Adventurer level 15
18th Dearth 122nd year of Ascendancy at 12:40 see stats
Log
Islyna the dreaming horror converts some damage to Psi!
Islyna the dreaming horror mentally dismisses some damage!
Aurliel converts damage to paradox!
Islyna the dreaming horror receives 6 healing (12 psi heal).
Numbing Poison from Layana the storm drake hatchling hits Islyna the dreaming horror for (9 dismissed), 3 to psi, 3 nature (6 total damage).
Bethelesena the giant ice ant hits Aurliel for (14 turned into osmosis), (4 converted), 10 cold (10 total damage).
Islyna the dreaming horror uses Willful Strike.
Islyna the dreaming horror's mind surges with critical power!
Aurliel stops bleeding.
Aurliel converts damage to paradox!
Islyna the dreaming horror hits Aurliel for (68 turned into osmosis), (134 converted), 312 physical (312 total damage).
Aurliel the level 24 dwarf adventurer was stabbed to death by Islyna the dreaming horror on level 2 of Daimiratir.
You have no more lives left.
Aurliel deactivates Chant of Fortress.
Aurliel deactivates Arcane Feed.
Aurliel is free from the illness.
Aurliel has recovered from poor sleep.
Aurliel deactivates Shadow Combat.
Reality around Aurliel is coherent again.
Aurliel deactivates Reality Smearing.
Aurliel deactivates Shadow Feed.
Aurliel is no longer distorted.
Aurliel deactivates Augmentation.
Aurliel deactivates Beyond the Flesh.
Aurliel deactivates Hardened Core.
Aurliel deactivates Shards.
Aurliel is no longer being ravaged.
Aurliel deactivates Osmosis Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.































































































