











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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:
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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 17 / 80% |
| Size | big |
| Lifes / Deaths | Killed by Albert at level 17 on the 17th Profit 122nd year of Ascendancy at 14:50 / 2Killed by Albert at level 17 on the 17th Profit 122nd year of Ascendancy at 15:23 |
Primary Stats
| Strength | 49 (base 40) |
| Dexterity | 20 (base 12) |
| Constitution | 48 (base 35) |
| Magic | 8 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -167/687 |
| Stamina | 166/210 |
| Healing Factor | 1.4614678899083 |
| Regeneration | 13.366808139395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.815289237657 |
| See Invisible | 28.815289237657 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 39 |
| Crit Chance | 5% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +16% |
| Blight | +10% |
| Physical | +11% |
| All | +6% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 65.002979974076 (100%) |
| Defense | 21 |
| Ranged Defense | 28 |
| Fatigue | 43 |
| Physical Save | 51 |
| Spell Save | 34 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 35%( 70%) |
| Cold | + 13%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 5% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 138 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 40%) Suffocating |
| beneficial effect | The target is recovering 42 life each turn. Recovery |
| beneficial effect | The target's skin turns to stone, granting 17 armour, 21 physical save and 21 spell save. Dwarven Resilience |
| beneficial effect | Reduces physical damage received by 17% and provides a 9% chance to ignore critical hits. Juggernaut |
Quests
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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 length of troll intestine. * You've found the needed snow giant kidney. * You've found the needed red crystal shard. 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 xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 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 | Belibreriatira the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Phys.pwr +2 (+1 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +3% Resists +6% cold Phys.save +14 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.stam +20.00 A pair of boots made of leather. |
| 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 (77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Daimygovor' (0 def, 8 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +8 Fatigue +4% Heal.mod +10% ---------- misc Stam/turn +0.40 Equi/ret +0.20 Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of butchering (0 def, 2 armour)1.0 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% blight Spell.save +8 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | Berath0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +6 Dex +8 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +6% all Acc +12 (+4 eff.) Apr +3 ----- def ----- Armour +6 Phys.save +14 (+5 eff.) ---------- misc Max.stam +5.00 Rings can have magical properties. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Emeladann the dwarven-steel longsword (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +10% Melee+ +12 insidious poison On Hit.r1 +8 physical On Crit.r2 +8 physical While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Die.at -80.00 life Sharp, long, and deadly. |
| Around waist | rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Scorchmight the dwarven-steel shield (8 def, 2 armour, 29-34.8 power, 78 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +4 fire On Hit.r1 +4 darkness While equipped: dps ---------- Res.pen +20% darkness Melee Ret 8 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% blight +15% fire +14% nature ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | linen cloak 'Natureriver' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Equi/ret +0.16 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nimbusimmortal the dwarven-steel plate armour (11 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +11 Defense +11 (+6 eff.) Rng.Def +6 (+3 eff.) Fatigue +24% Resists +17% acid Die.at -80.00 life Confus- +5% A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 64)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 instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 58)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 58 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
acid wave rune (71 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 71.02 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 170 for 4 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 170 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Blastfurnace0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +9% lightning Spell.save +11 (+6 eff.) Mind.save +5 (+2 eff.) HP.reg +1.70 Confus- +25% Stun/Frz- +28% ---------- misc Equi/ret +0.04 Max.stam +14.00 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Chaleromimas (15-18 power, 3 apr, fire element)5.0 T2 staff 1H weapon Reqs Mag 16 [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +10% physical On Hit (Melee): * 7% chance to blind ----- def ----- Armour +5 Defense +11 (+6 eff.) ---------- misc Max.stam +5.00 Light +3 Wards +2 fire Talents +1 Command Staff +1 Ward Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% arcane ----- def ----- HP.reg +0.70 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe of massacre (28-42 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid Massive two-handed battleaxes. |
steel greatmaul of daylight (26.5-39.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 light Against +7% Undead Massive two-handed mauls. |
insidious steel longsword of persecution (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 insidious poison Against +9% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
balanced steel mace (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +25% Blunt and deadly. |
steel waraxe (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
caustic steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.5 - 16.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% acid ----- def ----- HP.reg +0.48 Sharp, short and deadly. |
steel dagger of projection (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Psionic Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
epiphanous thorny mindstar of storms (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Power 9.0 - 9.9 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +1 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +9 (+4 eff.) Dmg.mod +6% lightning +8% mind Res.pen +9% lightning Melee Ret 9 lightning ----- def ----- Resists +7% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows of accuracy (17/17, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +15 Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 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. |
acidic dwarven-steel shield of arcane resistance (+12%) (8 def, 2 armour, 32.5-39 power, 80.5 block)7.0 T3 shield armor [Ego] Nature/Disrupt When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 On Hit: * 13% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 7 acid Melee Ret 17 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% arcane ---------- misc Talents +3 Block Handheld deflection devices. |
cleansing cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% nature +11% blight A suit of armour made of leather. |
cleansing cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% blight +16% cold +11% nature A suit of armour made of leather. |
cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +43.00 HP.reg +1.30 Heal.mod +15% A suit of armour made of leather. |
prismatic steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +19% temporal +10% light +11% darkness A suit of armour made of mail. |
steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +5% physical Phys.save +12 (+4 eff.) A suit of armour made of mail. |
linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
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 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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 66.60 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Arcbright the steel torque of kinetic psionic shield [power 49] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +1.00 Talents +2 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
bright ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 33 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Albert the Dwarf Bulwark level 15
10th Profit 122nd year of Ascendancy at 08:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Albert the Dwarf Bulwark level 10
27th Voratun 122nd year of Ascendancy at 19:08 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Albert the Dwarf Bulwark level 11
30th Voratun 122nd year of Ascendancy at 20:40 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Albert the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 20:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Albert the Dwarf Bulwark level 9
25th Voratun 122nd year of Ascendancy at 01:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Albert the Dwarf Bulwark level 16
11st Profit 122nd year of Ascendancy at 23:50 see stats
Unstoppable (Roguelike)
Returned from the dead.By Albert the Dwarf Bulwark level 17
17th Profit 122nd year of Ascendancy at 14:50 see stats
Log
Saving game...
Saving done.
Albert uses Juggernaut.
Albert hardens its skin.
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Talent Shield Wall is ready to use.
Albert uses Infusion: Wild.
Albert lessens the pain.
Albert uses Resilience of the Dwarves.
Albert's skin turns to stone.
Talent Infusion: Regeneration is ready to use.
Albert starts suffocating to death!
Albert is suffocating.
Albert is recovering from the damage!
Albert receives 62 healing.
Albert uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Albert feels pain again.
Albert receives 62 healing.
Saving game...
















































































