












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.
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! 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.
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.
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:
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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 22 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Roranic at level 17 on the 8th Steel 123rd year of Ascendancy at 01:41 3 / 2Killed by snow giant boulder thrower at level 19 on the 36th Steel 123rd year of Ascendancy at 02:00 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 51) |
| Dexterity | 13 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 15) |
| Cunning | 49 (base 38) |
Resources
| Life | 681/681 |
| Stamina | 162/166 |
| Equilibrium | 15 |
| Healing Factor | 1.583829787234 |
| Regeneration | 8.3329986247968 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 33.294708266768 |
| See Invisible | 33.294708266768 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +10% |
| Lightning | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 75.065205473012 (100%) |
| Defense | 43 |
| Ranged Defense | 46 |
| Fatigue | 47 |
| Physical Save | 42 |
| Spell Save | 42 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 46%( 70%) |
| Cold | + 49%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Disarm Resistance | 47% |
| Bleed Resistance | 40% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 51% |
| Poison Resistance | 12% |
| Knockback Resistance | 51% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Strength stat. |
| 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 95 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 392% 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Wild Growth |
Quests
You failed to protect the lone alchemist from death by white wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by giant eel. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Unrorath (22 def, 5 armour)3.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Cun +3 Con ----- def ----- Armour +5 Defense +22 (+7 eff.) Fatigue -5% Resists +6% darkness +3% blight Phys.save +5 (+2 eff.) ---------- misc Max.enc +26 Evasion: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 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 24% 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. |
| Quiver | Festerquake the quiver of elm arrows (19/19, 16.5-23.1 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 16.5 - 23.1 Nature Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 Ranged+ +8 nature +27 physical On Hit.r1 +16 nature On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
| Light source | 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 (74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Haliromidig (5 def, 8 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee Ret 20 mind ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +5% Resists +6% light +3% all Phys.save +6 (+2 eff.) Disarm- +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of kinetic psionic shield [power 25] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Emelalebeth the Venomwild0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid +3% lightning Melee Ret 8 lightning 16 nature ----- def ----- Armour +6 Resists +6% blight +10% nature +22% acid Poison- +12% Disease- +13% Rings can have magical properties. |
| Around neck | insulating copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Heal.mod +12% Cut- +40% Heal: Puts all charms on 32 cooldown Level 2.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | balanced dwarven-steel waraxe of dampening (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +7% acid +9% fire +10% lightning +10% cold Spell.save +8 (+3 eff.) Disarm- +22% One-handed war axes. |
| Around waist | 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. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Gludarin the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +8 Cun dps ---------- Res.pen +10% mind ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +22% Resists +5% acid +6% cold +13% darkness +15% blight ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 222 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 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 23%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 sneak (range 8; power 25; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 201 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 201 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Emelydavea0.1 T3 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- Melee Ret 12 mind ----- def ----- Resists +19% nature +19% blight Die.at -80.00 life HP.reg +0.80 Poison- +32% Disease- +26% ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets can have magical properties. |
copper amulet of mastery (0.10 Technique / Shield offense)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Shield offense Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings can have magical properties. |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) Acc +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of light (+24%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light ----- def ----- Defense +6 (+2 eff.) Resists +24% light Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Ulfikath the Glimmerbrand (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 22.5 - 31.5 Light Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to blind * 20% chance to torment the target While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light Res.pen +8% mind +6% darkness On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -6% Crit.dmg- 10.00% ---------- misc Light +3 Sharp, long, and deadly. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glittermonster (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% Dmg.mod +3% blight Phasing +30% Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% 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 38.82 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. |
Islykira (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) ---------- misc Equi/ret +0.12 A cap made of leather. |
Lelyharalar (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Dmg.mod +3% blight ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +2 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bregelar the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% blight +14% nature +6% light Spell.save +15 (+5 eff.) A suit of armour made of mail. |
enlightening cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Mind.save +12 (+6 eff.) Max.HP +45.00 HP.reg +1.10 Heal.mod +14% A suit of armour made of leather. |
spiked iron plate armour of fire resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% fire A suit of armour made of metal plates. |
steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +22% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 24.5 - 34.3 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
iron shield (4 def, 2 armour, 8-9.6 power, 21.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Earosus' (4 def, 2 armour, 8.5-10.2 power, 21 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 While equipped: Stats +4 Wil ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +3% light +16% fire Mind.save +9 (+5 eff.) Disease- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield (8 def, 2 armour, 29.5-35.4 power, 72.5 block)7.0 T3 shield armor [Ego] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +72 On Hit: * 16% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
steel shield 'Chargerage' (6 def, 2 armour, 15-18 power, 43 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +43 On Hit.r1 +8 mind On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +9% mind +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +19% fire ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield 'Giladratir' (12 def, 9 armour, 14-16.8 power, 42 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 On Crit.r2 +8 mind On Hit: * deal bonus physical damage equal to your armor While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Armour +9 Hardiness +6% Defense +12 (+4 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +7% acid +12% physical +5% cold +6% lightning +6% fire Proj.evade +4% ---------- misc Talents +2 Block Handheld deflection devices. |
2 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. |
48 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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
6 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
5 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Roranic the Dwarf Bulwark level 13
11st Loss 122nd year of Ascendancy at 16:13 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Roranic the Dwarf Bulwark level 10
30th Wealth 122nd year of Ascendancy at 10:23 see stats
Exterminator
Killed 1000 creatures.By Roranic the Dwarf Bulwark level 16
26th Loss 122nd year of Ascendancy at 21:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Roranic the Dwarf Bulwark level 18
27th Steel 123rd year of Ascendancy at 01:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Roranic the Dwarf Bulwark level 18
17th Steel 123rd year of Ascendancy at 01:05 see stats
Level 10
Got a character to level 10.By Roranic the Dwarf Bulwark level 10
30th Wealth 122nd year of Ascendancy at 10:21 see stats
Level 20
Got a character to level 20.By Roranic the Dwarf Bulwark level 20
36th Steel 123rd year of Ascendancy at 22:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Roranic the Dwarf Bulwark level 16
7th Iron 123rd year of Ascendancy at 11:47 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Roranic the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 14:51 see stats
The Arena
Unlocked Arena mode.By Roranic the Dwarf Bulwark level 9
25th Wealth 122nd year of Ascendancy at 05:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Roranic the Dwarf Bulwark level 19
34th Steel 123rd year of Ascendancy at 16:04 see stats
Log
You gain 4.87 gold from the transmogrification of duelist's hardened leather armour of temporal resistance (5 def, 10 armour).
You gain 2.66 gold from the transmogrification of stabilizing dwarven-steel helm of trickery (0 def, 4 armour).
You gain 4.67 gold from the transmogrification of mindwoven cashmere wizard hat of madness (2 def, 0 armour).
You gain 3.04 gold from the transmogrification of insulating dwarven-steel helm of might (0 def, 4 armour).
You gain 17.63 gold from the transmogrification of Samadurig the Nimbusmarrow (2 def, 0 armour).
You gain 21.12 gold from the transmogrification of Eilinuriaba the cashmere wizard hat (2 def, 0 armour).
You gain 23.67 gold from the transmogrification of Porolaith the dwarven-steel gauntlets (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of pair of hardened leather boots 'Salylaith' (0 def, 3 armour).
You gain 19.84 gold from the transmogrification of Demonbait the pair of dwarven-steel boots (0 def, 12 armour).
You gain 15.48 gold from the transmogrification of cashmere robe 'Mayuvea' (2 def, 0 armour).
You gain 18.36 gold from the transmogrification of Bethulaith the Flashprophet (2 def, 0 armour).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (18-25.2 power, 4 apr).
You gain 6.06 gold from the transmogrification of blazebringer's dwarven-steel waraxe of the leech (19.5-27.3 power, 4 apr).
You gain 3.52 gold from the transmogrification of shimmering yew magestaff (20-24 power, 4 apr, cold element).
You gain 6.83 gold from the transmogrification of ethereal yew vilestaff of might (20-24 power, 4 apr, darkness element).
You gain 6.19 gold from the transmogrification of cruel yew starstaff of illumination (20-24 power, 4 apr, light element).
You gain 4.27 gold from the transmogrification of mighty hardened leather sling of power.
You gain 3.23 gold from the transmogrification of manaburning dwarven-steel dagger of massacre (28.5-37.05 power, 7 apr).
You gain 20.04 gold from the transmogrification of Heatvice the dwarven-steel battleaxe (28.5-42.75 power, 2 apr).
You gain 14.80 gold from the transmogrification of Eliriatira the steel battleaxe (34.5-51.75 power, 2 apr).
You gain 2.19 gold from the transmogrification of vision rune of the warrior (radius 9; dur 12; see demon).
You gain 1.03 gold from the transmogrification of teleportation rune of the warrior (range 90).
You gain 2.30 gold from the transmogrification of phase door rune of the wizard (range 7; power 22; dur 5).
You gain 7.09 gold from the transmogrification of heroism infusion of the psychic (+8 for 9 turns, die at -481).
There is a Entrance to a ruined dungeon 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.
Saving game...
Saving game...
Roranic deactivates Shield Wall.
Roranic deactivates Wild Growth.


























































































