











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Better Item Description 1.5.5This 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 Select your Escorts 1.5.0Allows 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. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum 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. 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. Glove Stats 1.0.6Shows glove combat stats with all classes. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 17 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Yvutta the weaver young at level 17 on the 35th Dearth 122nd year of Ascendancy at 16:48 4 / 1 |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 17 (base 15) |
| Constitution | 24 (base 10) |
| Magic | 32 (base 23) |
| Willpower | 33 (base 18) |
| Cunning | 14 (base 10) |
Resources
| Life | 538/538 |
| Mana | 261/261 |
| Equilibrium | 30 |
| Steam | 100/100 |
| Healing Factor | 1.4282474226805 |
| Regeneration | 1.1425979381444 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 22.342941493866 |
| See Invisible | 22.342941493866 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 43 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 43 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Blight | +6% |
| Physical | +8% |
| Fire | +6% |
| Nature | +8% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 68 (100%) |
| Defense | 26 |
| Ranged Defense | 34 |
| Fatigue | 55 |
| Physical Save | 35 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 39%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Bleed Resistance | 40% |
| Confusion Resistance | 28% |
| Pinning Resistance | 10% |
| Stun Resistance | 63% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Infusion |
| talent | Shards |
| 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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 failed to protect the repented thief from death by Seic. Escort: repented thief (level 2 of Old Forest) | failed |
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 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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. 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 green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Branibers (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +6% blight Apr +7 ----- def ----- Armour +3 Fatigue +3% Phys.save +5 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +8 (+4 eff.) Silence- +23% Confus- +28% Stun/Frz- +21% ---------- misc Mana/s.crit +1.00 Hate/m.crit +3.00 A pair of boots made of leather. |
| Light source | Malyrorig2.0 T1 lite [Rare] Nature While equipped: Stats +6 Mag +5 Wil +2 Cun ----- def ----- Max.HP +42.00 ---------- misc Light +2 Telepathy Dragon 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 | iron helm 'Fogbrawn' (0 def, 3 armour) 3.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +2 Mag +2 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness ---------- misc Light +2 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Urantir the Brightfoe (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +4 Con dps ---------- Dmg.mod +6% fire Res.pen +5% mind ----- def ----- Armour +2 Resists +12% mind +15% fire Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +12 mind On Hit: 10% Disarm 3 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gorebait (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +5% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -4% Max.HP +30.00 HP.reg +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Ivikira0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +16 Resists +5% arcane +6% temporal Spell.save +9 (+4 eff.) Mind.save +10 (+5 eff.) Rings can have magical properties. |
| Around neck | grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% lightning Heal.mod +12% Cut- +40% Stun/Frz- +22% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | corrosive dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 77.5 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +12 acid +12 light While equipped: Stats +1 Mag +5 Con dps ---------- On Melee Ret: * 12% chance to corrode armour by 30% * 12% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +10% acid +10% light ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Amydur the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Acc +8 (+3 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +6% lightning +7% temporal A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 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 | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Manimnir' (4 def, 10 armour) 17.0 T2 massive armor [Rare] Master While equipped: ----- def ----- Armour +10 Hardiness +20% Defense +4 (+2 eff.) Fatigue +27% Resists +16% acid +6% cold +3% mind Pinning- +10% Stun/Frz- +20% A suit of armour made of metal plates. |
Inventory
manasurge rune of the warrior (1273% regen over 10 turns; 64 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1273% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
teleportation rune of the sneak (range 34)0.1 T2 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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... |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +22% Amulets can have magical properties. |
Alidosin0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% arcane Spell.save +6 (+3 eff.) Heal/summ +10 ---------- misc Telepathy Humanoid/Orc Rings can have magical properties. |
Boltwrecker0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +12% darkness +3% blight On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +24% darkness +6% blight Rings can have magical properties. |
Isotira0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +6 Con ----- def ----- Phys.save +8 (+4 eff.) Spell.save +15 (+6 eff.) ---------- misc Mana/turn +0.24 Max.mana +80.00 Rings can have magical properties. |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
acidic dwarven-steel dagger (111% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 111% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
acidic steel dagger of vileness (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 101% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 acid +9 blight On Hit: * 4% chance to disease On Crit: * splashes the target with acid Sharp, short and deadly. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
chilling steel greatsword of vileness (122% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 blight +10 cold On Hit: * 10% chance to disease Massive two-handed swords. |
steel greatsword 'Phoenixpiercer' (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +24 fire While equipped: dps ---------- Melee Ret 20 mind 20 fire ----- def ----- Resists +3% mind Massive two-handed swords. |
steel mace 'Belildir' (104% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 nature +7 temporal While equipped: Stats +2 Str +7 Mag +6 Wil +3 Con Blunt and deadly. |
rough leather belt 'Thunderransom'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +2 Wil dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +20% lightning ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Xolaith the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Cun dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belathra the Tempestborn (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +7 Wil +1 Cun dps ---------- Dmg.mod +10% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +15% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of darkness (+22%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +15% darkness ----- def ----- Defense +2 (+1 eff.) Resists +22% darkness Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kheluldil the pair of rough leather boots (12 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +8 Wil ----- def ----- Armour +1 Defense +12 (+6 eff.) Fatigue +1% ---------- misc Light +1 Telepathy Dragon Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Mayirin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Light +1 See.Invis +3 Telepathy Dragon 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 Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
cinder iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 5 fire Dmg.mod +4% arcane +3% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 107% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +6 arcane +6 fire On Hit: 10% Fire Breath 1 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of the nighthunter (0 def, 1 armour)1.0 T1 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Acc +5 Apr +1 Crit +5.0% Atk.spd 100% Melee+ +6 darkness On Crit: 10% Dominate 1 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleamwasp the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +8 Con dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Radhedunalar the Ashstake (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag +5 Wil dps ---------- Dmg.mod +10% acid +9% fire ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Resists +15% acid ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +3 A pointy cloth hat, very wizardly... |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Umbrakiller' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +5% arcane Phys.save +12 (+6 eff.) Disease- +5% A cap made of leather. |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
rough leather hat 'Iserawyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +1 Fatigue +1% Resists +3% light +6% cold Phys.save +3 (+2 eff.) Blind- +5% Disease- +20% A hat made of leather. Very stylish. |
reinforced dwarven-steel shield of radiance (8 def, 8 armour, 100% power, 108.5 block)7.0 T3 shield armor [Ego+] Arcane/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +108 Melee+ +12 light While equipped: Stats +1 Mag +5 Con dps ---------- On Melee Ret: * 21% chance to blind ----- def ----- Armour +8 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +10% light ---------- misc Talents +3 Block Handheld deflection devices. |
15 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. |
304 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
10 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xanaratira the Lightquench2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Melee Ret 16 light On Hit (Melee): * 30% chance to blind * 20% chance to disease ---------- 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
Fog's kiss [power 49] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% darkness ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 46 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
2 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. |
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. |
3 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seic the Dwarf Stone Warden level 7
25th Voratun 122nd year of Ascendancy at 08:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Seic the Dwarf Stone Warden level 10
19th Profit 122nd year of Ascendancy at 09:53 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Seic the Dwarf Stone Warden level 13
41st Profit 122nd year of Ascendancy at 22:39 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Seic the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 02:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Seic the Dwarf Stone Warden level 8
3rd Acquisition 122nd year of Ascendancy at 14:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Seic the Dwarf Stone Warden level 8
2nd Profit 122nd year of Ascendancy at 23:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Seic the Dwarf Stone Warden level 16
24th Dearth 122nd year of Ascendancy at 22:05 see stats
Log
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Rockswallow is ready to use.
Talent Rockwalk is ready to use.
Talent Stone Vines is ready to use.
Talent Infusion: Wild is ready to use.
Talent Mergeback is ready to use.
Talent Eldritch Slam is ready to use.
Talent Infusion: Movement is ready to use.
Talent Elemental Split is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Eldritch Infusion is ready to use.
Talent Shards is ready to use.
Rested for 33 turns (stop reason: all resources and life at maximum).
Seic activates Eldritch Infusion.
Seic deactivates Eldritch Infusion.
Eldritch Infusion is still on cooldown for 29 turns.
Resting starts...
Talent Eldritch Infusion is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
Seic activates Eldritch Infusion.
Seic activates Shards.
Seic deactivates Shards.
Seic deactivates Eldritch Infusion.





























































































