












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). 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: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Select your Escorts 1.7.0Allows 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. Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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 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:
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 | Madness Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 10 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Lisolragabeth the degenerated skeleton warrior at level 10 on the 14th Wealth 122nd year of Ascendancy at 09:23 2 / 3Killed by war hound at level 10 on the 15th Wealth 122nd year of Ascendancy at 14:43 Killed by Usdejen at level 10 on the 15th Wealth 122nd year of Ascendancy at 14:48 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 16 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 46 (base 34) |
| Cunning | 23 (base 23) |
Resources
| Life | 424/424 |
| Equilibrium | 0 |
| Healing Factor | 1.1037644948518 |
| Regeneration | 6.4547659946659 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60.59102759736% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 46 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +8% |
| Nature | +19% |
| Lightning | +10% |
| Cold | +6% |
| Arcane | +9% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 34 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Physical | + 27%( 73%) |
| Cold | + 34%( 73%) |
| All | + 10%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 25%( 70%) |
| Lightning | + 41%( 73%) |
| Fire | + 31%( 73%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 50% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Cunning 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Thunder | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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. | 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 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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: * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Veladheyanne (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +3 Fatigue -3% Resists +9% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gloomrune the rough leather cap (0 def, 1 armour) =-20% stun=2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +1% physical Phys.save +10 (+5 eff.) Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| Tool | elm totem of summon tentacle 'Olugotir' [power 95] (11/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +6% mind Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 207 Base Damage: 95 Armor: 2 All Resist: 2 Puts all charms on 25 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Emerevena'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +4 Mag dps ---------- Dmg.mod +3% arcane Acc +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Poxfame0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% nature ----- def ----- Resists +6% lightning +3% nature HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | Kilnvile the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Wil +1 Con dps ---------- Dmg.mod +9% nature +3% fire Melee Ret 2 fire ----- def ----- Resists +6% lightning +7% temporal A belt that goes around your waist. |
| In main hand | Serpent's Glare (33 - 36 damage, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 6/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 143.94 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| On hands | Manyrath the Blizzardlash (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Mag dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% cold 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. |
| In off hand | mossy mindstar (26 - 29 damage, 11 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +11 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Xunne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% fire +3% darkness Max.HP +30.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +5% acid +5% physical +5% fire +6% cold ----- def ----- Resists +11% acid +11% physical +10% darkness +10% fire +11% cold +11% mind +7% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +23 (+8 eff.) ---------- misc Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the titan (heal 107; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. 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 |
Durydar0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +3% lightning +22% fire +6% darkness Crit.chn- 10.00% Rings make your fingers look great! |
Serpentrace0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +12% lightning +12% temporal ----- def ----- Resists +24% lightning +3% nature Rings make your fingers look great! |
Urthilathahor the Winterveil =-20% disarm=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Wil dps ---------- Res.pen +5% cold Melee Ret 2 cold ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +23% ---------- misc See.Invis +6 Rings make your fingers look great! |
rough leather belt 'Emeliwen'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
rough leather belt 'Sewerwake' =+10% ntr pen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning +10% nature ----- def ----- Resists +6% acid +3% fire Spell.save +6 (+3 eff.) HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
linen cloak 'Gorytar' (1 def, 0 armour) =20% -def=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% acid +6% blight Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalygahad the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +4 Dmg.mod +9% blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.mana +60.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ulfogar' (0 def, 3 armour) =disengagement=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +3% temporal Phasing +20% ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.mana +20.00 Max.vim +20.00 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shiversmasher the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature Res.pen +10% cold ----- def ----- Armour +1 Resists +6% nature Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.04 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. |
Greenmire the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% nature A cap made of leather. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
78 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. |
Chalaregolen2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +5% arcane +3% fire HP.reg +4.00 Disease- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Woejam =+11% heal, 20% -dmg=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% cold +3% mind +3% darkness Phys.save +5 (+3 eff.) Heal.mod +11% ---------- 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. |
brass lantern 'Armirontir' =-10% disarm=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +5% arcane +9% temporal Max.HP +20.00 Disarm- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Darkripper (dig speed 35 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Dmg.mod +5% nature Res.pen +10% mind ----- def ----- Resists +10% nature +3% darkness ---------- misc Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Magmaravage the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil +4 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Fatigue -5% Resists +3% fire 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. |
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. |
evasive iron torque of mindblast [power 100] (11/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Usdejen the Dwarf Harbinger level 10
10th Wealth 122nd year of Ascendancy at 08:11 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Usdejen the Dwarf Harbinger level 6
19th Voratun 122nd year of Ascendancy at 18:08 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Usdejen the Dwarf Harbinger level 10
15th Wealth 122nd year of Ascendancy at 14:43 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Usdejen the Dwarf Harbinger level 8
32nd Profit 122nd year of Ascendancy at 18:56 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Usdejen the Dwarf Harbinger level 6
8th Profit 122nd year of Ascendancy at 03:46 see stats
Utterly Destroyed (Madness (Adventure) difficulty)
Died on the Eidolon Plane.By Usdejen the Dwarf Harbinger level 10
15th Wealth 122nd year of Ascendancy at 14:48 see stats
Log
Usdejen uses Foreshock.
War hound shrugs off Usdejen's 'Stunned'!
Eilinara the cave troll shrugs off Usdejen's 'Stunned'!
Stone golem is stunned!
Stone golem is unstoppable!
Usdejen hits War hound for 12 physical damage.
Usdejen hits Eilinara the cave troll for 12 physical damage.
Usdejen hits Stone golem for (12 refused), 0 physical (0 total damage).
Eilinara the cave troll is fully armored again.
Eilinara the cave troll uses Knockback.
Eilinara the cave troll hits Usdejen for 34 physical, 34 physical (69 total damage).
Melee retaliation hits Eilinara the cave troll for 1 fire, 1 fire (3 total damage).
Personal New Achievement: That was close (Madness (Adventure) difficulty)!
Melee retaliation hits Stone golem for 1 fire damage.
Stone golem hits Usdejen for 5 physical damage.
Melee retaliation killed Stone golem!
Melee retaliation hits War hound for 1 fire damage.
War hound hits Usdejen for 54 physical damage.
Usdejen the level 10 dwarf harbinger was chopped into tiny pieces to death by a war hound on level 2 of Trollmire.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
War hound killed Usdejen!
Saving game...
Saving done.
Talent Resilience of the Dwarves is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Thorn Grab is ready to use.
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!










































