











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - RC - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: OldRPG Redeemed - RC - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG - Music Mod 1.7.6 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark (Juggernaut) |
| Level / Exp | 28 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 28 on the 35th Steel 123rd year of Ascendancy at 12:01 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 52 (base 39) |
| Dexterity | 22 (base 21) |
| Constitution | 51 (base 46) |
| Magic | 8 (base 10) |
| Willpower | 44 (base 30) |
| Cunning | 17 (base 10) |
Resources
| Life | -270/1070 |
| Stamina | 77/266 |
| Equilibrium | 30 |
| Healing Factor | 1.4240316950178 |
| Regeneration | 9.4947982225352 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 46 |
| Crit Chance | 6% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Acid | +6% |
| Light | +19% |
| Lightning | +9% |
| Darkness | +9% |
| Physical | +6% |
| Mind | +6% |
| Nature | +14% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +10% |
| Darkness | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.151787968034%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 57 |
| Physical Save | 50 |
| Spell Save | 53 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 57%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 60%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Stun Resistance | 50% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by Salith the rattlesnake. Escort: lost warrior (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed green worm. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 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.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Huraruiblek the hardened leather cap (20 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +3% Resists +3% acid +10% physical +12% light +6% lightning Phys.save +8 (+2 eff.) Max.HP +40.00 A cap made of leather. |
| On hands | scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +8 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Spell.save +21 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 17/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | Glowhack0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% light Melee Ret 10 light 4 darkness ----- def ----- Resists +12% fire +9% darkness +12% light Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | Ivytha the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +14% nature +6% physical Res.pen +15% physical Melee Ret 4 physical ----- def ----- Resists +28% nature Die.at -80.00 life Rings make your fingers look great! |
| Around neck | Blastwrest0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid +25% lightning Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 7% ----- def ----- Resists +18% lightning +15% acid Stun/Frz- +29% Amulets make your neck look great! |
| In main hand | exposing dwarven-steel shield (0 def, 6 armour, 28-34 power, 72 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Psionic Power 28.5 - 34.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 While equipped: dps ---------- On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Melee Ret: * 13% chance to reduce all saves and defense by 19 ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Gilisus the Voidcrypt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 7% * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +6% acid +6% cold +6% blight A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 29-41 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 29.0 - 40.6 Physical Uses 150% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Eclipseobeisance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +9% lightning +3% darkness +6% mind Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 19 * 20% chance to reduce damage dealt by 16% ----- 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. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +8% acid +8% physical +5% cold +7% lightning +5% fire Disarm- +22% Stun/Frz- +21% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 329; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Willpower 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 |
restful copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Radhaziladig0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Cun +1 Con dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +2 ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +23% ---------- misc Infravis +1 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.92 cold and 14.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+17 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Shadevile the elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +26 acid +20 darkness +15 lightning On Crit.r2 +4 darkness On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +21% acid +18% temporal +15% lightning +17% physical Res.pen +8% physical +12% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
icy dwarven-steel shield of mind resistance (+11%) (0 def, 6 armour, 33-40 power, 71 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +71 While equipped: dps ---------- Melee+ 15 cold Melee Ret 3 ice ----- def ----- Armour +6 Fatigue +8% Resists +11% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 29.96 to 37.45 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Zanidunandur (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +3% nature +3% mind HP.reg +3.00 Cut- +10% ---------- misc Stam/turn +0.90 Max.stam +18.00 See.Invis +6 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. |
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. |
5 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2025 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2018/2025 A set of 2025 tiny explosive spheres. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
98 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. |
dwarven lantern 'Cobrabrand'1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Res.pen +10% nature Melee Ret 2 darkness ----- def ----- Resists +15% nature +6% darkness +9% light Mind.save +9 (+5 eff.) ---------- misc Light +5 See.Stealth +25 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
iron pickaxe 'Berytir' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +9 Con dps ---------- Dmg.mod +3% blight +5% nature +3% arcane ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hellquick (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +6% cold +9% mind +3% fire Acc +6 (+2 eff.) ----- def ----- Resists +6% mind +27% fire ---------- misc Infravis +3 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. |
Skyslice [power 185] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- S.pwr/crit +4 Dmg.mod +6% lightning Res.pen +20% light Phasing +30% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 524 Base Damage: 206 Armor: 13 All Resist: 14 Puts all charms on 25 cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 242] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Bethedhema the Dwarf Bulwark level 17
32nd Dearth 122nd year of Ascendancy at 09:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Bethedhema the Dwarf Bulwark level 20
3rd Loss 122nd year of Ascendancy at 03:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bethedhema the Dwarf Bulwark level 10
23rd Voratun 122nd year of Ascendancy at 11:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Bethedhema the Dwarf Bulwark level 20
1st Loss 122nd year of Ascendancy at 11:17 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Bethedhema the Dwarf Bulwark level 26
23rd Loss 122nd year of Ascendancy at 05:49 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bethedhema the Dwarf Bulwark level 24
11st Loss 122nd year of Ascendancy at 11:16 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bethedhema the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 18:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bethedhema the Dwarf Bulwark level 8
21st Voratun 122nd year of Ascendancy at 23:39 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 Bethedhema the Dwarf Bulwark level 24
13rd Loss 122nd year of Ascendancy at 13:09 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bethedhema the Dwarf Bulwark level 17
27th Dearth 122nd year of Ascendancy at 13:45 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bethedhema the Dwarf Bulwark level 24
12nd Loss 122nd year of Ascendancy at 21:01 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bethedhema the Dwarf Bulwark level 25
16th Loss 122nd year of Ascendancy at 02:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bethedhema the Dwarf Bulwark level 16
5th Profit 122nd year of Ascendancy at 15:10 see stats
Log
You cannot change your equipment while sleeping!
You are asleep and unable to move!
Dreaming horror uses Sleep.
Bethedhema has been put to sleep.
Dreaming horror's maelstrom hits Bethedhema for 34 physical damage.
Bethedhema deactivates Last Stand.
Bethedhema is suffering from insomnia.
Bethedhema has recovered from poor sleep.
Dreaming horror receives 6 healing (8 psi heal).
Ravage from Dreaming horror hits Bethedhema for 52 physical damage.
Dreaming horror uses Distortion Bolt.
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Dreaming horror's Distortion Bolt hits Bethedhema for 220 physical damage.
Bethedhema the level 28 dwarf bulwark was skewered to death by a dreaming horror on level 3 of Lake of Nur.
Bethedhema is no longer sleeping.
Bethedhema is no longer sleeping.


















































































