









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This 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 Select your Escorts 1.5.10Allows 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 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This 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 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 20 / 23% |
| Size | huge |
| Lifes / Deaths | Killed by Mayurelle the thief at level 15 on the 34th Dusk 122nd year of Ascendancy at 12:41 / 7Killed by luminous horror at level 17 on the 44th Dusk 122nd year of Ascendancy at 06:35 Killed by thief at level 19 on the 59th Dusk 122nd year of Ascendancy at 08:56 Killed by Glotha the saw horror at level 19 on the 63rd Dusk 122nd year of Ascendancy at 03:21 Killed by blade horror at level 19 on the 63rd Dusk 122nd year of Ascendancy at 10:52 Killed by Lisemira the elven blood mage at level 20 on the 34th Haze 122nd year of Ascendancy at 04:22 Killed by Grand Corruptor at level 20 on the 34th Haze 122nd year of Ascendancy at 09:59 |
Primary Stats
| Strength | 57 (base 48) |
| Dexterity | 17 (base 14) |
| Constitution | 46 (base 37) |
| Magic | 14 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 788/788 |
| Stamina | 102/102 |
| Healing Factor | 1.25 |
| Regeneration | 4.5844337206066 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Lightning | +3% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +20% |
| Mind | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 42.511077022655 (88.454810495627%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 6 |
| Physical Save | 39 |
| Spell Save | 40 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Light | + 37%( 70%) |
| Physical | + 12%( 70%) |
| Arcane | + 15%( 70%) |
| Lightning | + 18%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 35% |
| Confusion Resistance | 24% |
| Silence Resistance | 22% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Berserker Rage |
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 warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within3 lumberjacks have died. | 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 | pair of rough leather boots 'Strikeking' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Silence- +22% Confus- +24% Stun/Frz- +23% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- 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 | linen wizard hat 'Haralach' (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Res.pen +5% physical Apr +3 ----- def ----- Armour +2 Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life A pointy cloth hat, very wizardly... |
| Tool | supercharged elm totem of thorny skin [power 21] (24 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
| On fingers | mule's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -5% Resists +20% light ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | Lisulradata the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% mind ----- def ----- Armour +11 Defense +9 (+5 eff.) Fatigue -6% Resists +2% physical Phys.save +17 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.enc +22 Max.hate +6.00 Size +1 A belt that goes around your waist. |
| In main hand | balanced dwarven-steel greatmaul of crippling (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Acc +12 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +35% Massive two-handed mauls. |
| On hands | Beruthad the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Dex +2 Mag dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +20% acid ----- def ----- Armour +7 Fatigue -4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fortifying iron plate armour of spell shielding (3 def, 7 armour)17.0 T1 massive armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +5% arcane Spell.save +10 (+4 eff.) Max.HP +30.00 A suit of armour made of metal plates. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +10% darkness Blind- +21% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 49)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (468% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 348 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 15%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 6; power 17; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 96)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Galedeath the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% blight +5% lightning ----- def ----- Resists +11% physical ---------- misc Stam/turn +0.60 Mana/turn +0.08 Masteries +0.17 Technique/Combat techniques Amulets can have magical properties. |
clarifying copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +23% Amulets can have magical properties. |
copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings can have magical properties. |
Stormfront (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 56.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
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 (+7 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. |
blazebringer's steel dagger of erosion (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 108% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 nature +5 temporal On Crit.r2 +5 fire While equipped: dps ---------- All.spd +2% Res.pen +6% fire Sharp, short and deadly. |
Emelerin the Corpsekarma (160% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +12 nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +4 (+4 eff.) On Hit (Melee): * Slows global speed by 30% ---------- misc Max.hate +8.00 Telepathy Humanoid/Orc Massive two-handed mauls. |
Glenor the iron greatsword (110% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 110% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 arcane +7 temporal On Crit.r2 +4 arcane While equipped: dps ---------- Res.pen +15% arcane Melee Ret 9 temporal ----- def ----- Resists +5% arcane +9% temporal Massive two-handed swords. |
Vileknave the steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +23 insidious poison While equipped: dps ---------- Dmg.mod +15% nature +3% mind ----- def ----- Resists +20% nature +6% mind Blunt and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Fire Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+8 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
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. |
Searhue (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% temporal Res.pen +5% fire Melee Ret 20 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayyserinn the Furnacestreak (3 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +3 (+2 eff.) Fatigue -6% Resists +15% fire Crit.dmg- 15.00% Phys.save +19 (+7 eff.) ---------- misc Light +3 Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+8 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 19.41 to 24.27 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Bokidan the Blastoozer (17 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +17 (+9 eff.) Fatigue +3% Resists +6% lightning +15% fire +6% nature +5% arcane Spell.save +12 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Camyrath the Crackletyphoon (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning +5% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Resists +3% darkness HP.reg +1.20 ---------- misc Stam/turn +0.70 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunadas the Eclipsebreacher (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 blight Dmg.mod +6% blight +6% darkness +12% lightning ----- def ----- Armour +2 Resists +7% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyramira the Scorpiongash (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature Melee Ret 16 nature On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.00 Equi/ret +0.70 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dusksage (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +3% darkness +9% cold Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isarialle the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Mind.save +6 (+3 eff.) Heal/summ +30 ---------- misc Psi/ret +0.08 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Torchwolf the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Spell.crit +3% Phys.pwr +9 (+2 eff.) Spell.pwr +4 (+4 eff.) Res.pen +20% fire ----- def ----- Armour +4 Fatigue +4% Resists +5% physical Phys.save +7 (+3 eff.) Spell.save +30 (+10 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Budig the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +23% lightning +12% fire +5% arcane Knockbk- +15% Teleport- +25% A suit of armour made of mail. |
prismatic dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +6% physical +12% light +12% darkness Phys.save +11 (+4 eff.) A suit of armour made of mail. |
spiked steel mail armour of command (9 def, 10 armour)14.0 T2 heavy armor [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Melee Ret 11 physical ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 71.37 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
Chychik [power 53] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +4 Str dps ---------- Phys.crit +4.0% Melee Ret 8 physical ----- def ----- Fatigue -4% Crit.dmg- 15.00% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
9 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. |
Hanuromizor the Kindlebane [power 163] (10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane +9% light Res.pen +20% light ----- def ----- Resists +5% arcane Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic ash wand of conjuration [power 145] (10 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 72 to 145 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
7 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. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Guts the Ogre Berserker level 18
56th Dusk 122nd year of Ascendancy at 09:54 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Guts the Ogre Berserker level 13
22nd Dusk 122nd year of Ascendancy at 06:17 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Guts the Ogre Berserker level 17
54th Dusk 122nd year of Ascendancy at 18:51 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Guts the Ogre Berserker level 10
8th Flare 122nd year of Ascendancy at 05:25 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Guts the Ogre Berserker level 20
32nd Haze 122nd year of Ascendancy at 18:31 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Guts the Ogre Berserker level 19
68th Dusk 122nd year of Ascendancy at 03:51 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Guts the Ogre Berserker level 15
40th Dusk 122nd year of Ascendancy at 23:42 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Guts the Ogre Berserker level 8
10th Mirth 122nd year of Ascendancy at 02:01 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Guts the Ogre Berserker level 13
30th Dusk 122nd year of Ascendancy at 22:43 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Guts the Ogre Berserker level 20
33rd Haze 122nd year of Ascendancy at 09:42 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Guts the Ogre Berserker level 17
49th Dusk 122nd year of Ascendancy at 20:53 see stats
Log
Guts deactivates Berserker Rage.
Guts's rage subsides!
Guts is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Guts!
Resting starts...
Talent Stunning Blow is ready to use.
Talent Execution is ready to use.
Talent Infusion: Healing is ready to use.
Talent Rune: Shielding is ready to use.
Talent Shattering Blow is ready to use.
Talent Berserker Rage is ready to use.
Talent Vitality is ready to use.
Guts activates Berserker Rage.
Talent Precise Strikes is ready to use.
Guts activates Precise Strikes.
Talent Ogric Wrath is ready to use.
Rested for 67 turns (stop reason: all resources and life at maximum).
Saving done.
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Guts deactivates Berserker Rage.
Guts deactivates Precise Strikes.





























































































