













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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: Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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.
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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 18 / 72% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 18 on the 26th Gold 123rd year of Ascendancy at 18:05 / 1 |
Primary Stats
Strength | 54 (base 46) |
Dexterity | 14 (base 12) |
Constitution | 40 (base 35) |
Magic | 8 (base 10) |
Willpower | 13 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -7/793 |
Stamina | 7/158 |
Healing Factor | 1.2722297605397 |
Regeneration | 9.7548814538206 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 29.074207531484 |
See Invisible | 32.074207531484 |
Offense: Mainhand
Damage | 71 |
Accuracy | 36 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 46.08934837382 (81.151787968034%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 40 |
Physical Save | 29 |
Spell Save | 34 |
Mental Save | 25 |
Defense: Resistances
Lightning | + 29%( 70%) |
Cold | + 32%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 16%( 70%) |
Fire | + 26%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Poison Resistance | 10% |
Confusion Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
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 Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Norgos Lair. Escort: temporal explorer (level 1 of Norgos Lair)As a reward you improved Cunning 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. 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 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * '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 length of troll intestine. | 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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +7 Resists +5% lightning +6% temporal Max.HP +60.00 HP.reg +4.00 Poison- +10% Silence- +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 17 Ranged+ +12 mind On Crit.r2 +12 mind On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 37% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Cun dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +5% arcane +3% blight ---------- misc Equi/ret +0.04 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +4% blight Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% blight 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 | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% lightning Crit.chn- 10.00% Spell.save +9 (+5 eff.) Heal.mod +5% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% blight +20% cold On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Max.HP +34.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning Crit.chn- 15.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +5% arcane Spell.save +10 (+5 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 |
![]() 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 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 199 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +10% nature +12% blight Poison- +21% Disease- +23% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Melee+ 18 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Defense +8 (+8 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +7% blight +5% nature +22% acid Poison- +14% Disease- +10% Rings make your fingers look great! |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +6% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +24% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Wil +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Max.HP +10.00 Disarm- +12% One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 9.56 to 28.67 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +18% lightning A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Mind.pwr +2 (+2 eff.) Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Against +19% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% darkness A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Wil +6 Lck dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +1 Resists +6% nature +6% acid Spell.save +6 (+3 eff.) Stealth +6 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) ----- def ----- Armour +7 Fatigue +2% Resists +3% acid +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 26.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +2 Con dps ---------- Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +7 Resists +30% cold 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Infravis +3 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +6% fire +3% nature +3% mind HP.reg +2.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+3 eff.) Res.pen +25% darkness +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Armour +3 Fatigue +5% Resists +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +9% fire +1% physical Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% temporal ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +9% lightning +3% cold +6% temporal Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
![]() 1.0 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.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% light Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +3% cold ---------- misc Light +4 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% 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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -5% Resists +9% fire Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Shieldbro2.0 the Dwarf Bulwark level 17
15th Gold 123rd year of Ascendancy at 03:56 see stats
By Shieldbro2.0 the Dwarf Bulwark level 10
10th Dearth 122nd year of Ascendancy at 23:08 see stats
By Shieldbro2.0 the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 08:48 see stats
By Shieldbro2.0 the Dwarf Bulwark level 12
38th Dearth 122nd year of Ascendancy at 11:44 see stats
By Shieldbro2.0 the Dwarf Bulwark level 17
22nd Gold 123rd year of Ascendancy at 02:21 see stats
By Shieldbro2.0 the Dwarf Bulwark level 18
26th Gold 123rd year of Ascendancy at 15:53 see stats
Log
Shieldbro2.0 feels pain again.
Horned Horror is fully armored again.
Horned Horror hits Shieldbro2.0 for 23 physical, 8 lightning (31 total damage).
Shieldbro2.0 uses Block.
Shieldbro2.0's skin returns to normal.
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
Horned Horror is not stunned anymore.
A wave of icy water sprays out from Shieldbro2.0 towards Horned Horror!
Shieldbro2.0 hits Horned Horror for (22 flat reduction), 14 cold (14 total damage).
Horned Horror hits Shieldbro2.0 for (60 blocked), 0 physical, (16 blocked), 0 lightning (0 total damage).
Horned Horror's armor corrodes!
Shieldbro2.0 hits Horned Horror for (22 flat reduction), 121 physical, (6 flat reduction), 0 blight (121 total damage).
Horned Horror throws two quick punches.
LIFE LOST WARNING!
Horned Horror hits Shieldbro2.0 for 60 physical, 16 lightning, 60 physical, 16 lightning (154 total damage).
Shieldbro2.0 uses Infusion: Regeneration.
Shieldbro2.0 starts regenerating health quickly.
Horned Horror lashes out with a spinning backhand.
Horned Horror hits Shieldbro2.0 for 88 physical, 16 lightning (105 total damage).
Shieldbro2.0 hits Horned Horror for (22 flat reduction), 119 physical, (6 flat reduction), 0 blight (119 total damage).
Talent Shield Pummel is ready to use.
Horned Horror is not silenced anymore.
Horned Horror lashes out with a flurry of fists.
Horned Horror hits Shieldbro2.0 for 76 physical, 16 lightning, 80 physical, 16 lightning, 102 physical (290 total damage).
Shieldbro2.0 the level 18 dwarf bulwark was bled to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.