











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Doomed Darkvision Fix 1.7.0NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled. Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight. Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon. This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.0Official 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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Embers of Rage 1.7.0Official 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 1.7.0Combines 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: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Better Item Description 1.7.2This 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 Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 21 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 21 on the 30th Wealth 122nd year of Ascendancy at 22:30 4 / 2Killed by Anorithil at level 21 on the 30th Wealth 122nd year of Ascendancy at 22:35 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 46 (base 39) |
| Magic | 60 (base 50) |
| Willpower | 16 (base 10) |
| Cunning | 18 (base 13) |
Resources
| Life | 753/753 |
| Positive | 110/110 |
| Negative | 110/110 |
| Healing Factor | 1.4667804250994 |
| Regeneration | 18.261416292487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 5 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Darkness | +15% |
| Light | 0% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Lightning | +25% |
| Mind | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 7 |
| Physical Save | 48 |
| Spell Save | 50 |
| Mental Save | 42 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Darkness | + 12%( 70%) |
| Cold | 0%( 70%) |
| Blight | + 3%( 70%) |
| Acid | + 19%( 70%) |
| Fire | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Knockback Resistance | 21% |
| Stun Resistance | 42% |
| Pinning Resistance | 22% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 260 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Elyriarethra' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil defense ------ Armor +1 Defense +5 (+2 eff.) Physical save +8 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life Life Regen +2.00 A pair of boots made of leather. |
| Light source | Pitchlore2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex +4 Mag +4 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Life +43.00 other ------- Light +3 See Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Crackleobeisance (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Ignore resists +25% lightning defense ------ Defense +1 (+0 eff.) Resistance +3% lightning Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
| On fingers | wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | Nightrigor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% arcane defense ------ Resistance +6% darkness Life +23.00 Life Regen +4.00 Silence Resist +10% Disarm Resist +22% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
| Around waist | Bethayatta the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spell Crit +3% Ignore Shields +30% When Hit 2 physical defense ------ Spell save +3 (+1 eff.) Life Regen +0.80 Healmod +11% other ------- Max mana +20.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Duathelbreak' (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +30.00% Spellpower +20 (+7 eff.) On-Hit 15 fire Damage +15% darkness Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +6% darkness other ------- Mana/turn +0.28 See Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+4 eff.) defense ------ Armor +1 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. |
| Main armor | Mardohor the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Cun offense ------ Damage +3% mind Ignore resists +20% mind defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% acid +16% lightning Life +32.00 Life Regen +3.40 Healmod +10% A suit of armour made of leather. |
| Cloak | linen cloak 'Xitira' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% arcane defense ------ Defense +6 (+3 eff.) Resistance +3% acid +3% blight Life +33.00 Poison Resist +20% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
regeneration infusion (heal 105; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
pixie's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+3 eff.) Accuracy +9 (+9 eff.) Ignore Armor +9 defense ------ Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
truestriking dwarven-steel longsword of massacre (31-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +11 (+11 eff.) Ignore Armor +8 Sharp, long, and deadly. |
plaguebringer's steel dagger (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Weapon Damage 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: defense ------ Disease Resist +14% Sharp, short and deadly. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 10 [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
horrifying vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 7 darkness Damage +3% mind +4% darkness defense ------ Physical save +3 (+1 eff.) Spell save +4 (+1 eff.) Mind save +3 (+1 eff.) other ------- Equi when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's vined mindstar of clarity (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 2 lightning 3 physical 3 cold 3 fire 5 acid defense ------ Resistance +3% lightning +2% physical +2% cold +4% acid +3% fire Mind save +3 (+1 eff.) other ------- Max psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +3 Str +5 Dex +6 Mag +3 Wil +6 Cun +6 Con offense ------ Ignore resists +10% all Accuracy +5 (+5 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of lightning4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 lightning While equipped: offense ------ Physical Crit +3.0% Damage +8% lightning Accuracy +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Furnacerupture the pouch of dwarven-steel shots (19/19, 37-44 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 37.0 - 44.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +20 fire +20 mind On Hit: * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
Stormlace (56/56, 29-35 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Nature/Master/Psionic Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 56 On-ranged-hit +20 lightning +10 physical +17 fire On-crit, radius 2 +8 lightning +7 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Scorchrebel' (18/47, 29-35 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 47 On-ranged-hit +20 light +16 fire On-crit, radius 2 +20 fire While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
dwarven-steel shield of resilience (0 def, 6 armour, 31-37 power, 75.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +76 While equipped: defense ------ Armor +6 Fatigue +8% Life +40.00 other ------- Talents +1 Block Handheld deflection devices. |
verdant silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con offense ------ Damage +8% nature defense ------ Resistance +13% all Poison Resist +21% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +12% nature +13% blight A suit of armour made of leather. |
Pitchquake the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +10.00% Damage +6% darkness defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% darkness +19% cold other ------- Psi when Hit +0.20 Hate-on-crit +2.00 A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% nature +11% blight A suit of armour made of mail. |
cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +11% blight +15% fire +12% nature A suit of armour made of mail. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Wil +3 Mag defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +11% temporal Spell save +8 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% other ------- Max mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning 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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Anorithil the Dwarf Anorithil level 14
15th Profit 122nd year of Ascendancy at 00:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Anorithil the Dwarf Anorithil level 10
2nd Acquisition 122nd year of Ascendancy at 08:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Anorithil the Dwarf Anorithil level 20
7th Wealth 122nd year of Ascendancy at 04:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Anorithil the Dwarf Anorithil level 20
8th Wealth 122nd year of Ascendancy at 18:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Anorithil the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 10:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Anorithil the Dwarf Anorithil level 15
23rd Profit 122nd year of Ascendancy at 09:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Anorithil the Dwarf Anorithil level 8
29th Voratun 122nd year of Ascendancy at 08:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Anorithil the Dwarf Anorithil level 20
16th Wealth 122nd year of Ascendancy at 16:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Anorithil the Dwarf Anorithil level 15
20th Profit 122nd year of Ascendancy at 14:13 see stats
Log
Anorithil hits Mayimina the poison ivy for 16 fire damage.
Poison from Giant spider hits Anorithil for 35 nature damage.
Black jelly absorbs some damage. Mayimina the poison ivy is closer to nature.
Anorithil's sanctity area effect hits Turtle for 5 light damage.
Anorithil's sanctity area effect hits Black jelly for 20 light damage.
Anorithil's sanctity area effect hits Mayimina the poison ivy for 13 light damage.
Anorithil's sanctity area effect hits Giant spider for 15 light damage.
Anorithil's light area effect hits Turtle for 17 light damage.
Anorithil's light area effect hits Mayimina the poison ivy for 50 light damage.
Anorithil's light area effect hits Giant spider for 56 light damage.
Anorithil's defensive darkness area effect hits Turtle for 6 darkness damage.
Anorithil's defensive darkness area effect hits Black jelly for 16 darkness damage.
Anorithil's defensive darkness area effect hits Mayimina the poison ivy for 14 darkness damage.
Anorithil's defensive darkness area effect hits Giant spider for 18 darkness damage.
Black jelly's nature area effect hits Anorithil for 88 nature damage.
Turtle uses Taunt.
Melee retaliation hits Giant spider for 2 physical, 15 light, 12 darkness (29 total damage).
Giant spider hits Anorithil for 32 nature damage.
Anorithil the level 21 dwarf anorithil was splurged to death by a giant spider on level 1 of The Maze.
A shield forms around Anorithil.
You have 4 life(s) left.
The shield around Anorithil crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Giant spider killed Anorithil!
Saving game...
Talent Searing Light is ready to use.
Talent Bathe in Light is ready to use.
Talent Twilight Surge is ready to use.








































































