











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Archmage Options Addon 1.4.5Mod to set most archmage talents/talent categories to unlearnt and give them talent/talent category points to make up for it. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.6.0Combines 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 1.6.0This 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 Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.6.0Official 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.6.0This 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 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 20 / 63% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 14 on the 47th Haze 122nd year of Ascendancy at 17:35 0 / 6Killed by Assassin Lord at level 14 on the 47th Haze 122nd year of Ascendancy at 19:22 Killed by tryout at level 16 on the 61st Haze 122nd year of Ascendancy at 18:39 Killed by Vorymina the golem at level 17 on the 69th Haze 122nd year of Ascendancy at 10:37 Killed by dredgling at level 17 on the 8th Decay 122nd year of Ascendancy at 02:07 Killed by Urkis, the High Tempest at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 07:10 |
Primary Stats
| Strength | 57 (base 48) |
| Dexterity | 18 (base 16) |
| Constitution | 38 (base 38) |
| Magic | 18 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -71/937 |
| Stamina | 150/150 |
| Healing Factor | 1.4319230769231 |
| Regeneration | 6.0856730769232 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 26 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Blight | +12% |
| Cold | +47% |
| Mind | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.308133144861 (73.452380952381%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 18 |
| Physical Save | 41 |
| Spell Save | 42 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 59%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 32%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Knockback Resistance | 34% |
| Stun Resistance | 54% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost (currently 964 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.40 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Reduces all incoming all damage by 51. All Psionic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. | 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 within2 lumberjacks have died. | 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! You 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 | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Getystir (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +4 Wil +4 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Dmg.mod +11% mind +12% cold ----- def ----- Defense +2 (+2 eff.) Resists +18% cold +5% mind +6% nature Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) ---------- misc Max.psi +19.00 See.Invis +9 A pointy cloth hat, very wizardly... |
| On hands | Stargrind the hardened leather gloves (0 def, 10 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+6 eff.) Melee Ret 4 light ----- def ----- Armour +10 Resists +5% arcane Max.HP +60.00 Heal.mod +10% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Earohell the steel torque of psionic shield [power 51] (23/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +15% acid +6% light +9% blight HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 11 light Ranged+ 10 light Dmg.mod +10% light ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | clarifying copper amulet of mastery (0.10 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +21% ---------- misc Masteries +0.10 Technique/Conditioning Amulets can have magical properties. |
| In main hand | plaguebringer's dwarven-steel greatsword of massacre (46-73.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 8 While equipped: ----- def ----- Disease- +14% Massive two-handed swords. |
| Around waist | insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% cold +6% fire Max.HP +33.00 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Prismsnake' (0 def, 6 armour, 26.5-31.8 power, 88 block)7.0 T3 shield armor [Rare] Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +88 While equipped: dps ---------- Spell.crit +1% S.pwr/crit +4 Phasing +20% Melee Ret 4 blight ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Vim/s.crit +2.00 Light +3 Talents +1 Block Handheld deflection devices. |
| Cloak | Kudin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- S.pwr/crit +2 Dmg.mod +12% blight ----- def ----- Defense +1 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +34.00 ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+5 eff.) Fatigue +12% Max.HP +41.00 HP.reg +2.00 Heal.mod +13% A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 95; cd 14)0.1 infusion scroll [Ego] 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 instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
blink rune of the titan (range 4; phase 18; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
acidic steel battleaxe of paradox (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 19.5 - 29.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 temporal On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Layidath' (34.5-51.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +1.0% Res.pen +10% physical Acc +14 (+6 eff.) Apr +14 ----- def ----- Armour +4 Resists +12% nature +6% cold Die.at -40.00 life Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
chilling steel greatmaul of massacre (33-49.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold Massive two-handed mauls. |
Beagar the Cloudwind (31-43.4 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +8 lightning While equipped: ----- def ----- Armour +6 Resists +12% mind +3% temporal Max.HP +20.00 Sharp, long, and deadly. |
steel waraxe 'Deepspyre' (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +8 Cun +2 Con ----- def ----- Resists +3% darkness ---------- misc See.Invis +12 One-handed war axes. |
wyrm's vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning 3 physical 2 cold 2 fire 4 acid ----- def ----- Resists +5% lightning +4% physical +3% cold +3% acid +3% fire 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. |
deadly quiver of ash arrows of erosion (18/18, 31.5-44.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +14 nature Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wildrupture (0 def, 4 armour, 12-14.4 power, 38.5 block)7.0 T2 shield armor [Rare] Nature When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 On Hit.r1 +20 acid On Crit.r2 +16 acid While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 cold ----- def ----- Armour +4 Fatigue +8% Resists +6% nature Max.HP +62.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
Nimbuscrack (0 def, 7 armour)17.0 T1 massive armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 2 lightning ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +6% cold +6% fire +5% lightning Crit.dmg- 15.00% Disarm- +22% Stun/Frz- +21% Knockbk- +21% ---------- misc Light +3 See.Invis +3 Cooldown Rush -5 A suit of armour made of metal plates. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- 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. |
pair of rough leather boots 'Islimina' (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +7 ---------- misc Stam/turn +0.30 Max.stam +10.00 Max.hate +2.00 Infravis +1 A pair of boots made of leather. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Phys.save +7 (+2 eff.) ---------- misc Max.enc +25 Stam/turn +0.30 Max.stam +21.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Icewreath the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +4 Cun +4 Con dps ---------- Phys.crit +4.0% Spell.crit +2% Dmg.mod +12% arcane Acc +7 (+3 eff.) Apr +11 ----- def ----- Armour +2 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+7 eff.) Max.HP +45.00 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. |
6 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
12 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. |
4 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. |
5 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
104 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
evasive ash totem of healing [power 132] (23/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 132 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing ash wand of shielding [power 144] (23/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 144 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 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 tryout the Ogre Bulwark level 20
9th Allure 123rd year of Ascendancy at 22:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By tryout the Ogre Bulwark level 12
31st Dusk 122nd year of Ascendancy at 08:54 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By tryout the Ogre Bulwark level 17
8th Decay 122nd year of Ascendancy at 11:40 see stats
Exterminator
Killed 1000 creatures.By tryout the Ogre Bulwark level 17
62nd Haze 122nd year of Ascendancy at 18:48 see stats
Level 10
Got a character to level 10.By tryout the Ogre Bulwark level 10
6th Dusk 122nd year of Ascendancy at 09:03 see stats
Level 20
Got a character to level 20.By tryout the Ogre Bulwark level 20
9th Allure 123rd year of Ascendancy at 04:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By tryout the Ogre Bulwark level 15
47th Haze 122nd year of Ascendancy at 21:50 see stats
The Arena
Unlocked Arena mode.By tryout the Ogre Bulwark level 5
3rd Summertide 122nd year of Ascendancy at 11:20 see stats
The secret city
Discovered the truth about mages.By tryout the Ogre Bulwark level 12
41st Dusk 122nd year of Ascendancy at 02:29 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By tryout the Ogre Bulwark level 13
52nd Dusk 122nd year of Ascendancy at 05:32 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By tryout the Ogre Bulwark level 17
77th Haze 122nd year of Ascendancy at 23:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By tryout the Ogre Bulwark level 16
62nd Haze 122nd year of Ascendancy at 02:04 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Tryout has finished recovering.
Hurricane from Urkis, the High Tempest hits tryout for 108 lightning damage.
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Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits tryout for 92 lightning damage.
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Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits tryout for 82 lightning damage.
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Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits tryout for 83 lightning damage.
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Tryout uses Earohell the steel torque of psionic shield!
tryout receives 57 healing.
Hurricane from Urkis, the High Tempest hits tryout for (51 resist armour), 65 lightning (65 total damage).
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Tryout uses Infusion: Wild.
Tryout lessens the pain.
Ran for 2 turns (stop reason: hostile spotted to the north (Urkis, the High Tempest - offscreen)).
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The Hurricane around Tryout dissipates.
Urkis, the High Tempest casts Lightning.
Saving game...
























































































