











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 24 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by MASTER OF SHIELDS at level 16 on the 16th Iron 123rd year of Ascendancy at 00:04 / 2Killed by elven corruptor at level 24 on the 19th Stralite 123rd year of Ascendancy at 02:33 |
Primary Stats
| Strength | 67 (base 54) |
| Dexterity | 13 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 51 (base 44) |
| Willpower | 28 (base 13) |
| Cunning | 22 (base 12) |
Resources
| Mana | 267/278 |
| Equilibrium | 15 |
| Vim | 146/169 |
| Life | -135/796 |
| Positive | 45/89 |
| Stamina | 57/116 |
| Steam | 100/100 |
| Healing Factor | 1.2863874345549 |
| Regeneration | 8.361518324607 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 9 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 39 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 39 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Physical | +14% |
| Mind | +9% |
| All | 0% |
| Lightning | +3% |
| Light | +8% |
| Darkness | +3% |
| Fire | +18% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 79.19121920137 (96.694915254237%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 43 |
| Physical Save | 47 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Physical | + 13%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 30% |
| Poison Resistance | 40% |
| Blind Resistance | 79% |
| Disarm Resistance | 20% |
| Bleed Resistance | 40% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. |
| 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 413% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Osmosis Shield |
| talent | Shield Wall |
| talent | Eldritch Infusion |
| talent | Hardened Core |
| talent | Chant of Fortress |
| talent | Last Stand |
| detrimental effect | The target is on fire, taking 4.50 fire damage per turn. Burning |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (24). Armor Corroded |
| detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | This character's flames are feeding the source, healing them for 2 per turn and giving them 1 vim. Devouring flames |
| beneficial effect | You regenerate a total of 128.65 life over the duration of the effect. Osmosis Regeneration |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 46. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Blazevice' (0 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +18 Fatigue: +1% Changes stats: +2 Str / +4 Con Changes resistances: +6% light Changes damage: +6% physical Maximum life: +40.00 Infravision radius: +2 A pair of boots made of leather. This object's appearance was changed to pair of dwarven-steel boots. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.24 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Salymitta the Breezeglamour (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +6% nature Changes damage: +9% mind Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to dwarven-steel gauntlets. |
| Tool | steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Dimwinnow'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes resistances: +3% darkness Changes damage: +3% darkness Blindness immunity: +29% Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +28% Maximum life: +25.00 Infravision radius: +3 See stealth: +9 See invisible: +10 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 77% 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. Rings can have magical properties. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. This object's appearance was changed to Coral Spray. |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Sunmalice the dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 88 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +88 Burst (radius 1) on hit: +12 acid When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 22% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +20% acid Changes damage: +9% acid / +12% fire Talent granted: +3 Block Handheld deflection devices. This object's appearance was changed to Coral Spray. |
| Cloak | Radhilen the Shimmerstoker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 lightning / 4 fire Changes resistances: +21% lightning Changes damage: +3% lightning / +6% fire Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
| Main armor | rejuvenating dwarven-steel plate armour of command (10 def, 18 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +2 Cun Mental save: +16 (+8 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +6.10 Stamina each turn: +1.60 A suit of armour made of metal plates. |
Inventory
steam generator implant of the psychic (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 4.56 cold and 5.19 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
titan's steel ring of arcana(+0.20/turn)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Silence immunity: +25% Mana each turn: +0.20 Rings can have magical properties. |
Flashripper (31.5-47.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% blight / +10% physical / +15% arcane Spell save: +6 (+3 eff.) Disarm immunity: +28% Vim when firing critical spell: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
Sunsever the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 111% Firing range: +8 On weapon hit: * 40% chance to blind * 20% chance to inflict 15% damage reduction Travel speed: +800% Damage (Ranged): +9 dazing lightning / +13 cold Burst (radius 1) on hit: +2 darkness Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Mag / +3 Wil / +3 Cun / +1 Con Changes resistances penetration: +8% lightning / +5% light Changes damage: +6% light / +14% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
balancing hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Dex / +3 Cun / +2 Con Mental save: +7 (+4 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
Poxmight (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% Changes stats: +1 Str / +2 Con Changes damage: +27% nature / +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
miner's dwarven-steel helm of constitution (+4) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duathelhunter the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes stats: +2 Mag / +9 Con Changes damage: +9% darkness Light radius: +2 See invisible: +6 A suit of armour made of metal plates. |
steel plate armour 'Lorugaradur' (4 def, 10 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +22% acid / +17% fire / +6% cold Allows you to breathe in: water Equilibrium when hit: +0.08 Mindpower: +4 (+2 eff.) A suit of armour made of metal plates. This object's appearance was changed to dwarven-steel plate armour. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
powerful fiery salve [power 14] powerful fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 190] powerful healing salve [power 190]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 190, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
iron torque of charged psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 59] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 67] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
natural elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
bright elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy yew wand of trap destruction [power 60] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (60 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By MASTER OF SHIELDS the Dwarf Adventurer level 19
1st Steel 123rd year of Ascendancy at 23:52 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MASTER OF SHIELDS the Dwarf Adventurer level 13
12nd Dearth 122nd year of Ascendancy at 23:32 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By MASTER OF SHIELDS the Dwarf Adventurer level 17
27th Iron 123rd year of Ascendancy at 14:45 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MASTER OF SHIELDS the Dwarf Adventurer level 22
44th Steel 123rd year of Ascendancy at 07:33 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MASTER OF SHIELDS the Dwarf Adventurer level 19
1st Steel 123rd year of Ascendancy at 22:57 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By MASTER OF SHIELDS the Dwarf Adventurer level 10
40th Profit 122nd year of Ascendancy at 15:49 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By MASTER OF SHIELDS the Dwarf Adventurer level 20
12nd Steel 123rd year of Ascendancy at 20:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MASTER OF SHIELDS the Dwarf Adventurer level 15
39th Dearth 122nd year of Ascendancy at 20:40 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By MASTER OF SHIELDS the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 08:14 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By MASTER OF SHIELDS the Dwarf Adventurer level 19
1st Steel 123rd year of Ascendancy at 23:52 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By MASTER OF SHIELDS the Dwarf Adventurer level 18
31st Iron 123rd year of Ascendancy at 14:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By MASTER OF SHIELDS the Dwarf Adventurer level 5
30th Profit 122nd year of Ascendancy at 21:45 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By MASTER OF SHIELDS the Dwarf Adventurer level 19
1st Steel 123rd year of Ascendancy at 23:52 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By MASTER OF SHIELDS the Dwarf Adventurer level 22
3rd Stralite 123rd year of Ascendancy at 16:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By MASTER OF SHIELDS the Dwarf Adventurer level 11
4th Wealth 122nd year of Ascendancy at 04:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By MASTER OF SHIELDS the Dwarf Adventurer level 15
15th Iron 123rd year of Ascendancy at 08:32 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By MASTER OF SHIELDS the Dwarf Adventurer level 16
16th Iron 123rd year of Ascendancy at 00:04 see stats
Log
Burning from Emelyrera the elven cultist hits MASTER OF SHIELDS for (4 resist armour), 0 fire (0 total damage).
Emelyrera the elven cultist receives 2 healing from Devouring flames from Emelyrera the elven cultist.
Emelyrera the elven cultist casts Virulent Disease.
MASTER OF SHIELDS resists the disease!
Isitha the elven blood mage hits Something for 26 fire, 26 physical (53 total damage).
Isitha the elven blood mage hits MASTER OF SHIELDS for (22 turned into osmosis), 22 fire, (23 turned into osmosis), 23 physical (45 total damage).
Isitha the elven blood mage hits Emelyrera the elven cultist for 10 fire, 26 physical (37 total damage).
Shield of Light hits MASTER OF SHIELDS for 7 healing, 7 healing (0 total damage) [14 healing].
MASTER OF SHIELDS casts Healing Light.
MASTER OF SHIELDS receives 181 healing.
Isitha the elven blood mage uses Shield Pummel.
MASTER OF SHIELDS is stunned!
Elven corruptor casts Soul Rot.
Ogre warmaster uses Disarm.
MASTER OF SHIELDS is disarmed!
Elven corruptor casts Blood Grasp.
Elven corruptor's spell attains critical power!
Weakness Disease from Emelyrera the elven cultist hits Ogre pounder for (16 resist armour), 22 blight (22 total damage).
Decrepitude Disease from Emelyrera the elven cultist hits Isitha the elven blood mage for 38 blight damage.
Isitha the elven blood mage hits MASTER OF SHIELDS for (3 turned into osmosis), 3 physical, (6 turned into osmosis), 6 acid, (4 turned into osmosis), 4 physical, (6 turned into osmosis), 6 acid (19 total damage).
Shield of Light hits MASTER OF SHIELDS for 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [42 healing].
MASTER OF SHIELDS hits Isitha the elven blood mage for 11 lightning, 5 fire, 8 arcane, 11 lightning, 5 fire, 8 arcane (46 total damage).
MASTER OF SHIELDS hits Ogre warmaster for 4 lightning, 2 fire, 3 arcane (8 total damage).
Ogre warmaster hits MASTER OF SHIELDS for (31 turned into osmosis), 37 physical, (8 turned into osmosis), 8 fire (45 total damage).
Elven corruptor's Blood Grasp drains life from MASTER OF SHIELDS!
MASTER OF SHIELDS receives 7 healing from Shield of Light.
Elven corruptor receives 210 healing from MASTER OF SHIELDS.
Elven corruptor's Blood Grasp hits MASTER OF SHIELDS for (0 turned into osmosis), 401 blight (401 total damage).
Saving game...



























































































