











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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: 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 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 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. 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 Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 29 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 29 on the 3rd Iron 123rd year of Ascendancy at 05:19 / 1 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 19 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 79 (base 57) |
| Willpower | 88 (base 60) |
| Cunning | 23 (base 10) |
Resources
| Life | -20/835 |
| Mana | 608/658 |
| Equilibrium | 46 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 11.349437673068 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 39.074207531484 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 47 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 47 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Temporal | +6% |
| Physical | +5% |
| Mind | +22% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Physical | +10% |
| Mind | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 44 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 28 |
| Physical Save | 47 |
| Spell Save | 58 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Lightning | + 41%( 70%) |
| Cold | + 25%( 70%) |
| Mind | + 22%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 28%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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 magical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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 327 damage for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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. | active |
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 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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 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 fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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
| On feet | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Malogalen the Pusarc1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +5 Wil +3 Cun dps ---------- Melee Ret 2 nature ----- def ----- Resists +12% cold ---------- misc Light +7 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On hands | Frozendash (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% temporal Res.pen +5% cold +10% temporal Acc +22 (+7 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +3% cold HP.reg +10.60 ---------- misc Stam/turn +1.90 Psi/turn +0.32 Max.stam +36.00 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 | ash wand of lightning storm [power 176] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +8 Resists +20% lightning Rings make your fingers look great! |
| On fingers | conjurer's gold ring of the mind (+11%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Aroldatha the Blacktyphoon (0 def, 6 armour, 34-40 power, 85 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature When used to Attack: Power 33.5 - 40.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 Melee+ +12 lightning +4 darkness On Hit.r1 +12 darkness +10 fire While equipped: Stats +2 Dex +2 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) Melee+ 7 lightning 6 fire Melee Ret 16 lightning 5 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | hardened leather belt 'Olechak'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Dmg.mod +3% mind ----- def ----- Mind.save +6 (+2 eff.) Max.HP +39.00 ---------- misc Hate/m.crit +1.00 Max.psi +50.00 A belt that goes around your waist. |
| In off hand | Floelady (30 def, 6 armour, 28-34 power, 114.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 28.5 - 34.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +6.5% Block +114 Melee+ +12 physical +8 cold While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +30 (+12 eff.) Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Manedohell (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.68 to 54.60 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
wild infusion of the psychic (res 36%; magical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 532.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 360; dur 3; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Drirorion the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +12% temporal +9% cold Spell.save +3 (+1 eff.) HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.30 Max.hate +2.00 Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
Flashwasp the steel shield (0 def, 4 armour, 16-19 power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Psionic When used to Attack: Power 15.5 - 18.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +12 acid +11 physical +11 light +8 lightning +12 darkness While equipped: Stats +3 Mag +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +3% blight +10% light +11% darkness On Melee Ret: * 11% chance to reduce armor by 36% ----- def ----- Armour +4 Fatigue +8% Resists +14% acid +10% physical +11% light +9% blight +12% darkness Shield.near.proj +38 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of winter (0 def, 4 armour, 18-21 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 17.5 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 cold On Hit: * 10% chance to reduce armor by 36% While equipped: Stats +2 Wil dps ---------- Melee+ 6 acid On shield block: * Deals 184 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of lightning resistance (+19%) (0 def, 4 armour, 14-16 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 13.5 - 16.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield (0 def, 4 armour, 13-16 power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 13.0 - 15.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: Stats +1 Str +2 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Haralar (0 def, 6 armour, 32-39 power, 73.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 32.5 - 39.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +4 mind On Hit.r1 +16 mind On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Armour +6 Fatigue +8% Resists +35% lightning +3% mind ---------- misc Wards +4 lightning +5 temporal +4 darkness +5 fire +4 nature +4 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
impenetrable steel mail armour of Eyal (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +24.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
Porisetha the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Res.pen +25% physical Apr +4 ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +23% acid ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Vorissra (10 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +5% lightning +6% temporal +3% acid Disarm- +10% A pair of boots made of leather. |
pair of rough leather boots 'Glorinn' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +20.00% Mind.pwr +5 (+2 eff.) Res.pen +5% mind Melee Ret 2 mind ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +7% fire +7% cold ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
shielding linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
psion's cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +7% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% mind Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.psi +17.00 A pointy cloth hat, very wizardly... |
Heatpunish the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Mag +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% arcane ----- def ----- Armour +4 Fatigue +4% Resists +3% fire ---------- misc Vim/s.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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. |
9 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. |
3 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. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 458.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Ward the Dwarf Stone Warden level 16
2nd Wealth 122nd year of Ascendancy at 23:27 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ward the Dwarf Stone Warden level 15
29th Profit 122nd year of Ascendancy at 11:41 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Ward the Dwarf Stone Warden level 22
29th Loss 122nd year of Ascendancy at 08:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ward the Dwarf Stone Warden level 18
7th Wealth 122nd year of Ascendancy at 13:05 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ward the Dwarf Stone Warden level 26
15th Shortage 122nd year of Ascendancy at 21:47 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Ward the Dwarf Stone Warden level 25
14th Shortage 122nd year of Ascendancy at 17:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ward the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 05:04 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ward the Dwarf Stone Warden level 20
14th Wealth 122nd year of Ascendancy at 02:09 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ward the Dwarf Stone Warden level 20
24th Dearth 122nd year of Ascendancy at 06:02 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ward the Dwarf Stone Warden level 29
2nd Iron 123rd year of Ascendancy at 00:32 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Ward the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 11:35 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Ward the Dwarf Stone Warden level 17
3rd Wealth 122nd year of Ascendancy at 17:20 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ward the Dwarf Stone Warden level 21
24th Loss 122nd year of Ascendancy at 23:13 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ward the Dwarf Stone Warden level 24
13rd Shortage 122nd year of Ascendancy at 12:41 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Ward the Dwarf Stone Warden level 18
5th Wealth 122nd year of Ascendancy at 19:23 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Ward the Dwarf Stone Warden level 27
17th Shortage 122nd year of Ascendancy at 20:40 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ward the Dwarf Stone Warden level 17
3rd Wealth 122nd year of Ascendancy at 19:38 see stats
Log
Ward is free from the decrepitude disease.
Ward slows down.
Grand Corruptor hits Grand Corruptor for 142 healing, 73 healing (0 total damage) [214 healing].
Grand Corruptor hits Ward for (23 flat reduction), 149 blight (149 total damage).
Grand Corruptor is no longer surging arcane power.
Lava floor burns Ward!
Grand Corruptor hits Ward for (23 flat reduction), 56 fire (56 total damage).
Stone Vine from Ward hits Grand Corruptor for 36 nature, 36 arcane (72 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
Grand Corruptor's spell attains critical power!
Grand Corruptor is surging arcane power.
Grand Corruptor receives 142 healing.
Grand Corruptor's spell attains critical power!
Ward shrugs off Grand Corruptor's 'Weakness Disease'!
Grand Corruptor receives 66 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Ward for (23 flat reduction), 257 blight (257 total damage).
Ward is knocked back!
Grand Corruptor's bloodspring area effect hits Ward for (23 flat reduction), 189 blight (189 total damage).
Grand Corruptor receives 121 healing from Ward.
Grand Corruptor is free from the stone vine.
Grand Corruptor is seized by a stone vine.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor receives 142 healing.
Grand Corruptor deactivates Fearscape.
Grand Corruptor's Soul Rot hits Ward for (23 flat reduction), 221 blight (221 total damage).
Ward the level 29 dwarf stone warden was debilitated by noxious blight before falling to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!




























































































