









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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:
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 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 21 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 2 on the 77th Pyre 122nd year of Ascendancy at 08:26 0 / 6Killed by Dezgerua the human at level 6 on the 9th Flare 122nd year of Ascendancy at 04:06 Killed by thief at level 7 on the 3rd Dusk 122nd year of Ascendancy at 17:45 Killed by Weirdling Beast at level 13 on the 76th Dusk 122nd year of Ascendancy at 18:31 Killed by Grand Corruptor at level 20 on the 25th Regrowth 123rd year of Ascendancy at 23:52 Killed by venom wyrm at level 21 on the 28th Regrowth 123rd year of Ascendancy at 01:56 |
Primary Stats
| Strength | 81 (base 50) |
| Dexterity | 52 (base 11) |
| Constitution | 44 (base 44) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | -85/829 |
| Stamina | 140/178 |
| Healing Factor | 1.2383177570093 |
| Regeneration | 18.871847494423 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104.2% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 56 |
| Crit Chance | 73% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Cold | +15% |
Offense: Damage Penetration
| Fire | +7% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 26 |
| Fatigue | 25 |
| Physical Save | 42 |
| Spell Save | 38 |
| Mental Save | 34 |
Defense: Resistances
| Acid | -3%( 70%) |
| Blight | 0%( 70%) |
| Physical | -1%( 70%) |
| Cold | + 12%( 70%) |
| All | -10%( 70%) |
| Darkness | + 3%( 70%) |
| Light | 0%( 70%) |
| Mind | + 18%( 70%) |
| Nature | + 1%( 70%) |
Defense: Immunities
| Pinning Resistance | 56% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 66% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 3 turns. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 6.09, and stamina regeneration by 1.22. Bloodbath |
| beneficial effect | The target is recovering 42 life each turn. Recovery |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 26.70 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 75.80 blight damage and spawn a carrion worm mass. |
| beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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 training room. * 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: 91. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blazehash (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +6% light Res.pen +25% light On Hit (Melee): * 15% chance to inflict 15% damage reduction * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +24 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of cure ailments 'Bethedhewyn' [power 1] (10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% blight +9% light +6% acid Die.at -60.00 life Stun/Frz- +10% Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Coalbreacher the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% mind +12% darkness Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | hardened leather belt 'Bokemarath'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex +2 Wil +3 Cun ----- def ----- Fatigue -5% ---------- misc Max.enc +32 See.Invis +12 A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword 'Gluth' (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +3 Wil dps ---------- All.spd +4% Res.pen +7% fire Apr +1 ----- def ----- Armour +14 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Max.HP +20.00 Massive two-handed swords. |
| On hands | heroic iron gauntlets of butchering (0 def, 5 armour)1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +5 Resists +6% blight Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +41.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening dwarven-steel plate armour of command (12 def, 16 armour)17.0 T3 massive armor [Ego++] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +16 Defense +12 (+6 eff.) Fatigue +24% Mind.save +26 (+10 eff.) A suit of armour made of metal plates. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | clarifying steel amulet of murder0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +13% mind Confus- +26% Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 394 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 14%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heat beam rune (88 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 88.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 155 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
invisibility rune of the wizard (power 9 for 5 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Eremimalen the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +9 (+5 eff.) Phasing +30% Acc +2 (+1 eff.) Melee Ret 8 blight ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue -4% Mind.save +8 (+4 eff.) Confus- +27% ---------- misc Max.enc +26 Max.vim +40.00 Rings can have magical properties. |
ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Mana/turn +0.11 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (22-26.4 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +22% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +5 Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword of the mystic (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +10 (+4 eff.) Massive two-handed swords. |
chilling dwarven-steel greatsword of erosion (34-54.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Nature Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold +7 nature +10 temporal Massive two-handed swords. |
dwarven-steel greatsword of massacre (43-68.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 43.0 - 68.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel mace (24.5-34.3 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace of daylight (27.5-38.5 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 light Against +7% Undead Blunt and deadly. |
flaming dwarven-steel dagger (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 21.0 - 27.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +10 fire Sharp, short and deadly. |
horrifying thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% acid +2% mind +2% darkness Melee Ret 2 mind 3 darkness ---------- misc Equi/ret +0.70 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. |
thorny mindstar (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) 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. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
ranger's yew longbow of cold4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +12 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +20% cold Longbows are used to shoot arrows at your foes. |
acidic pouch of steel shots (15/15, 17.5-21 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 acid On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
shocking dwarven-steel shield (8 def, 2 armour, 81 block)7.0 T3 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
mindwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of lightning (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% lightning On Melee Ret: * Slows global speed by 5% * 6 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +18% lightning A suit of armour made of mail. |
cleansing steel plate armour of fire resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +12% blight +17% fire +12% nature A suit of armour made of metal plates. |
nightruned hardened leather belt of transcendence1.0 T3 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% light +8% darkness Phys.save +7 (+2 eff.) A belt that goes around your waist. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
traveler's pair of hardened leather boots of uncanny dodging (3 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -1% Phys.save +9 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness +5% arcane ----- def ----- Armour +2 Resists +7% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Shinesquall' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +6% mind Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +6% temporal ---------- misc Max.psi +30.00 A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +18% cold ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
Bethewe the Pyrescar (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% mind +6% fire Res.pen +5% fire Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Resists +12% mind A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +13% light +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +17 (+6 eff.) ---------- misc Stam/ret +1.30 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration [power 241] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 120 to 241 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Martyn the Skeleton Berserker level 16
77th Haze 122nd year of Ascendancy at 16:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Martyn the Skeleton Berserker level 8
51st Dusk 122nd year of Ascendancy at 21:12 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Martyn the Skeleton Berserker level 16
6th Decay 122nd year of Ascendancy at 12:59 see stats
Exterminator
Killed 1000 creatures.By Martyn the Skeleton Berserker level 15
75th Haze 122nd year of Ascendancy at 18:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Martyn the Skeleton Berserker level 13
77th Dusk 122nd year of Ascendancy at 05:02 see stats
Level 10
Got a character to level 10.By Martyn the Skeleton Berserker level 10
63rd Dusk 122nd year of Ascendancy at 18:00 see stats
Level 20
Got a character to level 20.By Martyn the Skeleton Berserker level 20
21st Regrowth 123rd year of Ascendancy at 20:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Martyn the Skeleton Berserker level 7
4th Dusk 122nd year of Ascendancy at 03:00 see stats
The Arena
Unlocked Arena mode.By Martyn the Skeleton Berserker level 11
69th Dusk 122nd year of Ascendancy at 15:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Martyn the Skeleton Berserker level 17
7th Decay 122nd year of Ascendancy at 20:29 see stats
Log
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Martyn for 21 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Martyn receives 52 healing.
Worm Rot from Worm that walks hits Martyn for 32 blight, 28 acid (60 total damage).
Martyn casts Rune: Shielding.
A shield forms around Martyn.
Martyn uses Warshout.
Venom wyrm wanders around!.
Venom drake wanders around!.
Wretchling wanders around!.
Venom drake wanders around!.
Wretchling wanders around!.
Wretchling wanders around!.
Venom drake hatchling wanders around!.
Venom drake wanders around!.
Wretchling wanders around!.
Venom wyrm spits acid!
Your shield crumbles under the damage!
The shield around Martyn crumbles.
Saving game...















































































