















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| 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.
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.6.0This 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 Ashes of Urh'Rok 1.6.7Official 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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.6.6This 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 21 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by steamgun turret at level 21 on the 8th Shortage 122nd year of Ascendancy at 22:34 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 18 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 58 (base 50) |
| Cunning | 42 (base 41) |
Resources
| Life | -235/776 |
| Equilibrium | 160 |
| Healing Factor | 0.5183870967742 |
| Regeneration | 0.12959677419355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 47 |
| Crit Chance | 14% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 47 |
| Crit Chance | 14% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +23% |
| Mind | +12% |
| Arcane | +3% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +15% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 10 |
| Physical Save | 40 |
| Spell Save | 37 |
| Mental Save | 48 |
Defense: Resistances
| Lightning | + 66%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Nature | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 63% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Disarm Resistance | 68% |
| Poison Resistance | 11% |
| Knockback Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| detrimental effect | Huge cut that bleeds, doing 41.50 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| detrimental effect | Affected by toxic chemicals. Has 7% talent failure, 79% reduced healing, and takes 79.97 additional acid damage from melee and ranged attacks. Miasma |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Eilinotta the wolf. Escort: lost sun paladin (level 3 of Trollmire) | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brodorand (0 def, 5 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +4 (+4 eff.) Dmg.mod +3% arcane +6% physical ----- def ----- Armour +5 Fatigue +2% Die.at -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Arilrama2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Acc +10 (+5 eff.) Apr +1 Melee Ret 8 physical ----- def ----- Die.at -80.00 life ---------- misc Max.stam +10.00 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. |
| On head | Xyrivea (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +16% lightning +6% temporal Crit.dmg- 5.00% Max.HP +100.00 Silence- +10% A pointy cloth hat, very wizardly... |
| On hands | Betulaith the Icemaster (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +1.0% Acc +5 (+3 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Resists +3% cold Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of thorny skin 'Yvumilrada' [power 17] (18 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Crit.dmg- 15.00% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 18 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
| On fingers | treant's copper ring of tenacity0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +5% nature +6% blight Max.HP +21.00 Poison- +11% Disease- +11% Disarm- +24% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| Around neck | copper amulet 'Silimina'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Mind.save +3 (+1 eff.) Amulets can have magical properties. |
| In main hand | blooming vined mindstar of clarity (85% power, 22 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 72% Wil, 43% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +22 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +14 ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar 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. |
| Around waist | Starravage the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+7 eff.) ----- def ----- Armour +8 Max.HP +31.00 ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | blooming thorny mindstar (93% power, 30 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 72% Wil, 43% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +30 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+3 eff.) ----- def ----- Heal.mod +14% Heal/summ +17 ---------- misc Talents +1 Attune Mindstar 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. |
| Cloak | Nimbuswish (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Defense +2 (+2 eff.) Resists +24% lightning Phys.save +10 (+3 eff.) Mind.save +7 (+3 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 | Daimonarirach the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +6 Defense +9 (+6 eff.) Fatigue +8% Resists +26% lightning Crit.dmg- 10.00% Max.HP +100.00 Pinning- +20% Teleport- +20% A suit of armour made of leather. |
Inventory
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... |
starlit gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% light +13% darkness Blind- +31% Amulets can have magical properties. |
sneakthief's copper ring =5dex=0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Str dps ---------- Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 28 On Hit (Ranged): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +10 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
steel battleaxe of evisceration (126% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Massive two-handed battleaxes. |
acidic dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
thought-forged dwarven-steel greatsword of rage (148% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 31% chance to reduce all saves and defense by 28 While equipped: Stats +5 Str +5 Wil +5 Cun dps ---------- Dmg.mod +10% physical Acc +12 (+6 eff.) Massive two-handed swords. |
truestriking dwarven-steel longsword (124% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+6 eff.) Apr +7 Sharp, long, and deadly. |
Spellblaze Shard (120% power, 10 apr) =5mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
thought-forged dwarven-steel dagger of erosion (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 118% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature +7 mind On Hit: * 15% chance to reduce all saves and defense by 28 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
warbringer's dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 119% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +21% Sharp, short and deadly. |
vined mindstar 'Emeludavea' (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +10% While equipped: Stats +1 Mag dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 mind 6 darkness Dmg.mod +6% mind +6% darkness ----- def ----- Resists +6% temporal Max.HP +11.00 HP.reg +0.70 ---------- misc Max.mana +40.00 Talents +1 Attune Mindstar 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. |
nature's living mindstar (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +5% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar 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. |
mighty ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
acidic dwarven-steel shield (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 2 acid ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dreamer's linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +10% darkness +11% mind +7% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +22 (+8 eff.) Max.HP +40.00 HP.reg +1.80 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Swampclamor the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +7 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +15% mind Apr +6 Melee Ret 6 nature ----- def ----- Resists +15% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+11 eff.) Fatigue +8% Max.HP +49.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +5% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 16 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal A belt that goes around your waist. |
Shiverbore the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hellsnail' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% fire On Hit (Melee): * 10% chance to slow global speed by 55% * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+2 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +3 Silence- +28% Confus- +23% Stun/Frz- +28% Rush: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Xanebeth the Scorchjustice (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% cold +15% fire Res.pen +10% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +3% Resists +9% fire A cap made of leather. |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 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 47.7 Physical damage. If the attack hits, the target is confused (32% 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 cap made of leather. |
iron helm 'Hazescar' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +6% nature Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Neryba' (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +3 Wil +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% light +12% darkness +16% mind Mind.save +12 (+4 eff.) Confus- +30% ---------- misc Light +2 Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 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 47.7 Physical damage. If the attack hits, the target is confused (32% 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. |
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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
5 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 +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. |
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. |
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 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 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. |
75 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 67.57 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
evasive iron torque of gale force [power 100] (14 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 106 physical damage Puts all charms on 14 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
warded yew wand of shielding [power 272] (18 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 blight +2 fire +3 arcane +3 light Talents +1 Ward Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dinar the Dwarf Summoner level 13
30th Profit 122nd year of Ascendancy at 20:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dinar the Dwarf Summoner level 10
15th Profit 122nd year of Ascendancy at 06:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dinar the Dwarf Summoner level 20
29th Loss 122nd year of Ascendancy at 07:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dinar the Dwarf Summoner level 14
6th Dearth 122nd year of Ascendancy at 13:13 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dinar the Dwarf Summoner level 6
19th Voratun 122nd year of Ascendancy at 04:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dinar the Dwarf Summoner level 10
16th Profit 122nd year of Ascendancy at 07:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dinar the Dwarf Summoner level 6
9th Profit 122nd year of Ascendancy at 16:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dinar the Dwarf Summoner level 16
13rd Loss 122nd year of Ascendancy at 03:07 see stats
Log
Flame turret hits Turtle for 15 fire damage.
Flame turret hits Turtle for 15 fire damage.
Lisuvea the gigantic gravity worm deactivates Exoskeleton.
Steamgun turret's Steamgun Turret hits Turtle for 36 physical damage.
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Turtle misses Flame turret.
Turtle leaves the cover of its shell.
Turtle uses Taunt.
Bleeding from Nerinn the sandworm hits Turtle for 15 physical damage.
Talent Ritch Flamespitter is ready to use.
Bleeding from Nerinn the sandworm hits Dinar for 42 physical damage.
Flame turret uses Flamethrower.
Nerinn the sandworm hits Turtle for 39 physical, 0 arcane (39 total damage).
Flame turret hits Dinar for 48 fire damage.
Flame turret hits Turtle for 15 fire damage.
Flame turret hits Turtle for 48 fire damage.
Lisuvea the gigantic gravity worm uses Block.
A static shield forms around Lisuvea the gigantic gravity worm.
A static shield forms around flame turret.
A static shield forms around steamgun turret.
Nerinn the sandworm hits Dinar for 80 acid damage.
Steamgun turret's Steamgun Turret hits Dinar for 98 physical damage.
Dinar the level 21 dwarf summoner was shattered to death by a steamgun turret on level 3 of Sandworm lair.
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Turtle leaves the cover of its shell.
Dinar stops bleeding.
Dinar deactivates Master Summoner.
Dinar deactivates Psiblades.
Turtle stops bleeding.






































































































