











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.5.0Official Expansion!Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 9 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Xotira the cave bear at level 9 on the 29th Profit 122nd year of Ascendancy at 16:27 3 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 34 (base 33) |
| Willpower | 17 (base 10) |
| Cunning | 26 (base 23) |
Resources
| Life | 312/312 |
| Positive | 74/74 |
| Negative | 74/74 |
| Healing Factor | 1.1661497326203 |
| Regeneration | 0.29153743315508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.236056499989% |
| Spell | -3.3306690738755E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 25 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 5 |
| Accuracy | 25 |
| Crit Chance | 7% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +15% |
| Mind | +12% |
Offense: Damage Penetration
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 4 |
| Physical Save | 21 |
| Spell Save | 28 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -375 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 104.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 36 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| beneficial effect | Moving at extreme speed (348% faster). Any action other than movement will cancel it. Wild Speed |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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. | active |
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. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | stealthy pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Fatigue +3% Stealth +7 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +2 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 | rough leather cap 'Dourtorrent' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +6% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold ---------- misc Equi/ret +0.04 A cap made of leather. |
| On hands | Ivurivena (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Melee+ 5 acid 8 cold 6 fire 6 lightning Res.pen +15% temporal Melee Ret 20 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | shadowy yew wand of conjuration [power 235] (10/10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 118 to 235 Puts all charms on 10 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
| Around neck | copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
| In main hand | short ash starstaff of illumination (111% power, 3 apr, light element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 75.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | blurring hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +11 (+6 eff.) Stealth +7 Max.HP +35.00 A belt that goes around your waist. |
| In off hand | Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+3 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 | spellwoven linen robe of darkness (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness Spell.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet of mastery (0.10 Celestial / Star fury)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Celestial/Star fury Amulets can have magical properties. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
Nightreeve0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% darkness Apr +2 ----- def ----- Fatigue -5% Resists +2% physical HP.reg +0.80 ---------- misc Max.enc +21 Rings can have magical properties. |
potent elm magestaff (107% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+3 eff.) Dmg.mod +13% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of illumination (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +30.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 55.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
iron greatsword of paradox (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 116% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 temporal While equipped: dps ---------- Melee Ret 10 temporal ----- def ----- Resists +9% temporal Massive two-handed swords. |
flaming iron longsword of massacre (114% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
iron dagger of daylight (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 light Against +5% Undead Sharp, short and deadly. |
Ravenriver (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane Power 105% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 lightning +5 acid On Hit.r1 +5 fire On Hit: * 20% chance to inflict 15% damage reduction * 20% chance to daze at end of turn * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 8 darkness Sharp, short and deadly. |
Veluta (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 72% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind +2% darkness Melee Ret 3 mind 2 darkness ----- def ----- Resists +2% physical +3% nature +6% light Cut- +5% 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. |
iron steamsaw of dampening (97% power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 97% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% acid +8% fire +8% lightning +7% cold Spell.save +6 (+3 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steady rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
iron steamgun of power4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of iron shots of accuracy (20/20, 105% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 106% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +1 Crit +4.0% Capacity 20 Ranged+ +6 bleed On Crit: * wounds the target for 7 turns: 8 bleeding, 36% reduced healing Shots are used with slings to pummel your foes to death. |
pouch of iron shots of erosion (24/24, 109% power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 109% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 24 Ranged+ +7 nature +7 temporal Shots are used with slings to pummel your foes to death. |
iron shield 'Scaldtouch' (4 def, 2 armour, 19 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 8 acid ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +11% blight +10% nature +9% acid ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +15% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
Glintbrace (7 def, 8 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% nature +6% light Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +8 Defense +7 (+4 eff.) Fatigue +7% Resists +5% arcane +5% physical Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+7 eff.) A suit of armour made of leather. |
Mayenne the Galeumbra (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +3% lightning +13% light +13% darkness +3% nature A suit of armour made of leather. |
impenetrable iron plate armour of cold resistance (3 def, 14 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +20% Resists +16% cold A suit of armour made of metal plates. |
iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +15% cold A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Spiderviper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+2 eff.) Dmg.mod +6% nature Res.pen +5% nature +15% fire Melee Ret 4 nature 12 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blindwild' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +10% light Apr +4 ----- def ----- Defense +7 (+4 eff.) Resists +1% physical Phys.save +36 (+18 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cracklenight' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Cun +2 Con dps ---------- Mind.crit +4% Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+3 eff.) Heal/summ +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargewarden the pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +4% Res.pen +5% lightning ----- def ----- Armour +6 Fatigue +1% Mind.save +3 (+3 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Eladhevea the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Telepathy Dragon Demon/Major Demon/Minor A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Stokebraid' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +15% fire Res.pen +15% mind ----- def ----- Armour +3 Fatigue +2% Resists +9% fire ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 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 29.25 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. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +5% acid Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Haryrak' (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Spell.crit +11% Mind.crit +11% Crit.mult +7.00% Melee+ 10 light Dmg.mod +5% light +6% temporal ----- def ----- Armour +2 Resists +7% light +12% mind Phys.save +15 (+8 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+5 eff.) Disarm- +31% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Adoda the Sunsorrow (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 20 light 8 fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
Gimith (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid +15% mind Melee Ret 12 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +3% acid Phys.save +12 (+6 eff.) A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
miner's iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
53 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +5 (+4 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
bright elm wand of clairvoyance [power 9] (10/6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Igeldhel the Dwarf Anorithil level 5
20th Voratun 122nd year of Ascendancy at 00:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Igeldhel the Dwarf Anorithil level 7
5th Profit 122nd year of Ascendancy at 20:49 see stats
Log
Igeldhel casts Shadow Blast.
Igeldhel hits Xotira the cave bear for (9 resist armour), 3 darkness (3 total damage).
Igeldhel hits Large brown snake for 12 darkness damage.
Grappling hits Igeldhel for 0 physical damage.
Igeldhel's darkness area effect hits Xotira the cave bear for (4 resist armour), 0 darkness (0 total damage).
Igeldhel's darkness area effect hits Large brown snake for 4 darkness damage.
Grappled from Xotira the cave bear hits Igeldhel for 25 physical damage.
Igeldhel evades Xotira the cave bear.
Igeldhel hits Large brown snake for 5 light, 9 mind, 5 darkness (19 total damage).
Large brown snake hits Igeldhel for 11 physical damage.
Igeldhel's darkness area effect hits Xotira the cave bear for (4 resist armour), 0 darkness (0 total damage).
Xotira the cave bear resists the mind attack!
Igeldhel hits Xotira the cave bear for (5 resist armour), 0 light, (4 resist armour), 0 mind, (5 resist armour), 0 darkness (0 total damage).
Xotira the cave bear hits Igeldhel for 41 physical damage.
Igeldhel the level 9 dwarf anorithil was impaled to death by Xotira the cave bear on level 1 of Scintillating Caves.
You have 3 life(s) left.
Igeldhel is not stunned anymore.
Igeldhel speeds up.
Igeldhel deactivates Hymn of Shadows.
Igeldhel deactivates Chant of Fortress.
Igeldhel deactivates Jumpgate.
Igeldhel is free from the grapple.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xotira the cave bear killed Igeldhel!
Igeldhel is moving at extreme speed!
Saving done.
Igeldhel slows down.
















































































