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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.4This 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 Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Showing Items Tier in Inventory 1.7.2This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 14 on the 7th Profit 122nd year of Ascendancy at 22:56 0 / 6Killed by Bilzel the shalore at level 20 on the 6th Wealth 122nd year of Ascendancy at 22:58 Killed by Rat Lich at level 20 on the 4th Dearth 122nd year of Ascendancy at 17:59 Killed by Rat Lich at level 20 on the 4th Dearth 122nd year of Ascendancy at 18:58 Killed by Poromira the fire drake hatchling at level 21 on the 9th Dearth 122nd year of Ascendancy at 12:12 Killed by Neratira the fire drake hatchling at level 21 on the 10th Dearth 122nd year of Ascendancy at 00:24 |
Primary Stats
| Strength | 69 (base 50) |
| Dexterity | 11 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 32 (base 25) |
| Cunning | 28 (base 23) |
Resources
| Life | 1/769 |
| Stamina | 86/215 |
| Steam | 100/100 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 4.7170844400239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 31.549391208114 |
| See Invisible | 49.549391208114 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 35 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Nature | +5% |
| Lightning | +11% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 52.723073231957 (96.438666929426%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 32 |
| Physical Save | 38 |
| Spell Save | 25 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 48%( 70%) |
| Acid | + 10%( 70%) |
| Darkness | + 16%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 50%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 19%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 40% |
| Knockback Resistance | 21% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed hummerhorn wing. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
Equipment
| On feet | Blackwedge the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +6% temporal Crit.chn- 5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Aeralrathra the Blazestinger2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Dex +3 Cun dps ---------- Res.pen +5% fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +6 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. |
| On head | iron helm 'Dimhunter' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Crit.chn- 5.00% ---------- misc Infravis +1 See.Invis +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Tool | Nimbusdare [power 105] (9/11 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Melee Ret 4 lightning ----- def ----- Resists +9% lightning Crit.chn- 15.00% ---------- misc Light +2 Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | Blindoracle the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +21% ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| Around neck | Dimkiss0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness ----- def ----- Resists +10% fire +12% cold Crit.chn- 5.00% ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | manaburning steel longsword of evisceration (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Disrupt/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 13 arcane resource burn On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Sharp, long, and deadly. |
| Around waist | Turestir1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Resists +6% acid +6% fire +5% cold ---------- misc See.Invis +9 A belt that goes around your waist. |
| In off hand | reinforced steel shield of cold resistance (+15%) (0 def, 5 armour, 116% power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Camutolin the Rimeedge (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 2 cold ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour of delving (0 def, 17 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +17 Fatigue +22% Resists +12% darkness +5% physical HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 719%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 719% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 82.89 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Erelyrandur the Tempestquell0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% light Res.pen +25% lightning +10% cold Melee Ret 4 light 4 lightning ----- def ----- Resists +6% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +24% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
Iceumbra the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex +2 Wil dps ---------- Dmg.mod +6% mind +24% temporal Res.pen +10% mind Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.psi +30.00 Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 176.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of ash arrows 'Ce'Naldann' (15/15, 141% power, 12 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 142% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.5% Capacity 15 Proj.spd +200% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
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. |
2 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. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
pouch of steel shots 'Runosablek' (20/20, 138% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 138% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 On Hit: * 20% chance to slow global speed by 47% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
7 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. |
Demonire [power 182] (9/11 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +9% darkness Res.pen +10% light +20% lightning Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (202 total damage) Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Drak the Dwarf Bulwark level 19
3rd Wealth 122nd year of Ascendancy at 17:48 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Drak the Dwarf Bulwark level 10
30th Voratun 122nd year of Ascendancy at 01:14 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Drak the Dwarf Bulwark level 20
4th Wealth 122nd year of Ascendancy at 17:17 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Drak the Dwarf Bulwark level 14
8th Profit 122nd year of Ascendancy at 00:09 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Drak the Dwarf Bulwark level 15
25th Profit 122nd year of Ascendancy at 01:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Drak the Dwarf Bulwark level 17
45th Profit 122nd year of Ascendancy at 23:57 see stats
Log
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (8 total damage).
Fire drake hatchling hits Drak for 1 physical damage.
Neratira the fire drake hatchling hits Drak for 12 physical, 5 cold, 20 physical (37 total damage).
Melee retaliation hits Neratira the fire drake hatchling for 3 lightning, 2 darkness, (1 to psi shield), 1 cold (6 total damage).
Layyrelebeth the fire drake uses Telekinetic Smash.
Drak slows down.
Drak stops regenerating health quickly.
Neratira the fire drake hatchling's Beyond the Flesh hits Drak for 34 physical, 20 physical (54 total damage).
Melee retaliation hits Neratira the fire drake hatchling for 3 lightning, 2 darkness, (1 to psi shield), 1 cold (6 total damage).
Melee retaliation hits Layyrelebeth the fire drake for 4 lightning, 2 darkness, 2 cold, 4 lightning, 2 darkness, 2 cold, 4 lightning, 2 darkness, 2 cold (23 total damage).
Layyrelebeth the fire drake's Beyond the Flesh hits Drak for 20 physical, 8 temporal, 18 physical (47 total damage).
Layyrelebeth the fire drake hits Drak for 20 physical, 8 temporal, 18 physical, 31 physical, 8 temporal, 18 physical (104 total damage).
Drak hits Neratira the fire drake hatchling for (32 to psi shield), 48 physical, 0 arcane (48 total damage).
Melee retaliation hits Drak for 2 fire damage.
Fire drake hatchling hits Drak for 2 physical damage.
Fire drake hatchling hits Drak for 6 physical damage.
Fire drake hatchling hits Drak for 6 physical damage.
Fire drake hatchling hits Drak for 7 physical damage.
Fire drake hatchling hits Drak for 3 physical damage.
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (9 total damage).
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (8 total damage).
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (9 total damage).
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (9 total damage).
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (8 total damage).
Melee retaliation hits Fire drake hatchling for 4 lightning, 2 darkness, 2 cold (8 total damage).
Fire drake hatchling hits Drak for 2 physical damage.
Neratira the fire drake hatchling hits Drak for 38 physical, 5 cold, 20 physical (63 total damage).
Melee retaliation hits Neratira the fire drake hatchling for 3 lightning, 2 darkness, (1 to psi shield), 1 cold (6 total damage).
Drak the level 21 dwarf bulwark was raked to death by Neratira the fire drake hatchling on level 1 of Intimidating Cave.





























































































