












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
Better Item Description 1.7.2This 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 Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 17 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 11 on the 8th Wealth 122nd year of Ascendancy at 20:47 0 / 6Killed by Yvilaith the sick polar bear at level 11 on the 17th Wealth 122nd year of Ascendancy at 19:34 Killed by Elunn the king cobra at level 15 on the 8th Dearth 122nd year of Ascendancy at 21:07 Killed by Lisunne the gloomy grizzly bear at level 17 on the 12nd Dearth 122nd year of Ascendancy at 02:34 Killed by Isleba the gloomy fox at level 17 on the 12nd Dearth 122nd year of Ascendancy at 03:08 Killed by Isleba the gloomy fox at level 17 on the 12nd Dearth 122nd year of Ascendancy at 09:52 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 42 (base 44) |
| Willpower | 38 (base 32) |
| Cunning | 15 (base 11) |
Resources
| Life | -163/648 |
| Mana | 104/336 |
| Equilibrium | 45 |
| Healing Factor | 1.1683363011315 |
| Regeneration | 2.745590307659 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 33 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 33 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Cold | +18% |
| Mind | +9% |
| Lightning | +3% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 27 |
| Physical Save | 37 |
| Spell Save | 32 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 47%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 42% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 11% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 180 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 704% for 10 turns (0 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 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. | active |
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 failed to protect the lost sun paladin from death by Salaba the forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by large brown snake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
| On feet | miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Blazequencher'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +12% nature +3% blight Max.HP +43.00 ---------- 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. |
| On head | iron helm 'Demonstreaker' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 16% * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 37.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | powerful iron torque of mindblast [power 100] (8/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Unrarin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Acc +15 (+7 eff.) ----- def ----- Resists +6% blight +8% nature +5% arcane Phys.save +13 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +13 (+6 eff.) Poison- +11% Disease- +10% Confus- +21% Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
| In main hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Camigrim the Quenchsmasher1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% cold Res.pen +10% acid Melee Ret 2 lightning ----- def ----- Resists +6% acid +9% cold Max.HP +34.00 A belt that goes around your waist. |
| In off hand | acidic steel shield (0 def, 4 armour, 117% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 10% chance to reduce armor by 27% While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breniduvon the Corruptionobsidian (3 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% acid +12% cold Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Defense +3 (+3 eff.) Resists +6% blight +18% cold +6% nature +9% all Phys.save +21 (+8 eff.) Max.HP +54.00 HP.reg +2.10 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (speed 530%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 530% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 122; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 122 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 17%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 59; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 312; dur 4; cd 17)0.1 rune scroll [Ego] 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 create a protective shield absorbing at most 312 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Glorymira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 2 acid ----- def ----- Armour +4 Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, fire element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 101.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (202). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Unrokor (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Psionic Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con dps ---------- Acc +7 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +7 (+7 eff.) Resists +6% blight Disarm- +20% Sharp, short and deadly. |
swashbuckler's steel steamsaw of lightning resistance (+16%) (111% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: Stats +4 Str +3 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +16% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's steel shield of arcane resistance (+10%) (0 def, 4 armour, 119% power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Disrupt/Master When used to Attack: Power 120% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: Stats +4 Str +1 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +10% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel mail armour 'Hazeswift' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% mind +9% cold Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +13% darkness +27% blight +19% cold +12% nature +3% mind ---------- misc Light +1 A suit of armour made of mail. |
Arann1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +1 Wil +5 Cun ----- def ----- Resists +7% lightning +6% temporal Crit.dmg- 15.00% A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Thundermistress the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +1 Con dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning ---------- misc Hate/m.crit +1.00 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Zegrim the Dimhunt (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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 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. |
6 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. |
8 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. |
3 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. |
112 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +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. |
Elorin (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% ----- def ----- Resists +6% blight +6% light ---------- misc Max.stam +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Porarita the iron torque of gale force [power 105] (8/13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +9% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.hate +4.00 Infravis +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (8/22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Neruba [power 116] (8/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +2 Defense +5 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Scumreek [power 16] (8/17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +5% arcane Die.at -60.00 life Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Glod the Dwarf Stone Warden level 11
2nd Wealth 122nd year of Ascendancy at 07:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Glod the Dwarf Stone Warden level 10
21st Profit 122nd year of Ascendancy at 04:58 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Glod the Dwarf Stone Warden level 6
21st Voratun 122nd year of Ascendancy at 05:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Glod the Dwarf Stone Warden level 10
23rd Profit 122nd year of Ascendancy at 09:49 see stats
Log
Glod uses Rockswallow.
Glod casts Stone Wall.
Glod hits Isleba the gloomy fox for (8 flat reduction), 61 physical (61 total damage).
Isleba the gloomy fox throws two quick punches.
Isleba the gloomy fox performs a melee critical strike against Glod!
Isleba the gloomy fox uses Psychic Lobotomy.
Glod resists the lobotomy!
Glod counter attacks Isleba the gloomy fox with his shield shards!
Glod spits flames!
Glod hits Isleba the gloomy fox for (2 flat reduction), 0 fire, (8 flat reduction), 2 fire, 0 arcane, (5 flat reduction), 0 acid, (8 flat reduction), 2 arcane, (8 flat reduction), 28 fire (33 total damage).
Melee retaliation hits Isleba the gloomy fox for (2 flat reduction), 0 lightning, (7 flat reduction), 0 arcane, (5 flat reduction), 0 acid, (2 flat reduction), 0 lightning, (7 flat reduction), 0 arcane, (5 flat reduction), 0 acid (0 total damage).
Isleba the gloomy fox hits Glod for 157 physical, 2 mind, 2 mind, 75 physical, 4 mind (239 total damage).
Glod rearms.
Glod has regained its confidence.
Isleba the gloomy fox is seized by a stone vine.
Isleba the gloomy fox is free from the stone vine.
Isleba the gloomy fox has recovered!
Stone Vine from Glod hits Isleba the gloomy fox for (8 flat reduction), 12 nature, (8 flat reduction), 6 arcane (18 total damage).
Glod uses Rockwalk.
Glod uses Rockswallow.
Isleba the gloomy fox slows down.
Isleba the gloomy fox's armor corrodes!
Glod hits Isleba the gloomy fox for (8 flat reduction), 29 physical, (8 flat reduction), 7 cold, 0 arcane, (6 flat reduction), 0 acid, (8 flat reduction), 4 arcane, (8 flat reduction), 20 physical, 0 arcane, (6 flat reduction), 0 acid, (8 flat reduction), 4 arcane (64 total damage).
Isleba the gloomy fox throws a finishing uppercut.
Isleba the gloomy fox performs a melee critical strike against Glod!
Glod is stunned!
Melee retaliation hits Isleba the gloomy fox for (2 flat reduction), 0 lightning, (7 flat reduction), 0 arcane, (5 flat reduction), 0 acid (0 total damage).
Isleba the gloomy fox hits Glod for 168 physical damage.
Glod the level 17 dwarf stone warden was disembowelled to death by Isleba the gloomy fox on level 2 of Heart of the Gloom.










































































