










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 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:
Improved Auto-explore and Rest 1.6.5Quality 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 | Anorithil |
| Level / Exp | 21 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Layilraba the armoured skeleton warrior's temporal clone at level 10 on the 26th Profit 122nd year of Ascendancy at 23:31 0 / 6Killed by Lisarasena the skeleton warrior at level 10 on the 27th Profit 122nd year of Ascendancy at 12:38 Killed by Bill the Stone Troll at level 14 on the 35th Profit 122nd year of Ascendancy at 10:40 Killed by ritch flamespitter at level 21 on the 9th Loss 122nd year of Ascendancy at 17:00 Killed by ritch flamespitter at level 21 on the 9th Loss 122nd year of Ascendancy at 17:54 Killed by thought-forged bowman at level 21 on the 9th Loss 122nd year of Ascendancy at 18:47 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 43 (base 34) |
| Magic | 71 (base 50) |
| Willpower | 25 (base 10) |
| Cunning | 20 (base 18) |
Resources
| Life | -245/698 |
| Positive | 81/110 |
| Negative | 61/110 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 2.7894920771104 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 2 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Mind | +6% |
| All | 0% |
| Lightning | +11% |
| Light | +20% |
| Temporal | +5% |
| Physical | +5% |
| Cold | +10% |
| Fire | +11% |
| Darkness | +23% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +5% |
| Cold | +8% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 26 |
| Mental Save | 26 |
Defense: Resistances
| Arcane | + 19%( 70%) |
| Cold | + 34%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 34%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 30% |
| Knockback Resistance | 22% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 67 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% 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 Constitution stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 230/230 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Betavena the dozing giant venus flytrap. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 Alchemists | 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 within | active |
Equipment
| On feet | Hathirodil the Thunderkiss (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +3% lightning +6% fire +3% physical +7% cold Mind.save +9 (+5 eff.) Max.HP +40.00 Cut- +10% Confus- +20% A pair of boots made of leather. |
| Light source | Adura the Cloudwolf2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Resists +21% lightning Max.HP +45.00 ---------- misc Light +3 Infravis +2 See.Invis +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 | linen wizard hat 'Voidfiend' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +1% Dmg.mod +11% fire Res.pen +20% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Mana/s.crit +2.00 Max.mana +40.00 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Delekan' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% Resists +1% physical Mind.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Unlightlace'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Dmg.mod +11% lightning +18% darkness ----- def ----- Resists +22% lightning ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| On fingers | Zerofang0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag +1 Wil +1 Con dps ---------- Melee Ret 2 mind ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +22% ---------- misc Light +3 Infravis +1 Rings make your fingers look great! |
| Around waist | Runotolar the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil ----- def ----- Fatigue -5% Crit.dmg- 10.00% Die.at -20.00 life Confus- +10% Stun/Frz- +20% ---------- misc Max.enc +21 Hate/m.crit +1.00 A belt that goes around your waist. |
| In main hand | ash starstaff of might (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cracklewrecker (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +11 Mag +7 Wil +1 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +6% arcane Res.pen +15% lightning ----- def ----- Armour +2 Resists +7% light +6% darkness +5% arcane ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 83.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Eremadunandur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal Mind.save +3 (+2 eff.) Max.HP +31.00 HP.reg +2.00 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% light +5% temporal +5% darkness +5% physical Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 26%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 193; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 193.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
Nehek the Brighttreason0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +11% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +22% nature +3% fire ---------- misc Max.hate +2.00 Light +1 Rings make your fingers look great! |
copper ametrine ring0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Acc +7 (+7 eff.) Apr +8 ----- def ----- Defense +7 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Max.HP +28.00 Disarm- +29% Pinning- +26% Knockbk- +26% Rings make your fingers look great! |
sneakthief's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +7 Dex dps ---------- Acc +9 (+9 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +23% Rings make your fingers look great! |
chilling steel battleaxe of massacre (26-38 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 25.5 - 38.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 cold Massive two-handed battleaxes. |
stormbringer's dwarven-steel dagger of crippling (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +13 lightning +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Mov.spd +26% Res.pen +6% lightning +9% cold Sharp, short and deadly. |
dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Delodraneg1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+8 eff.) Resists +5% arcane Crit.dmg- 15.00% Phys.save +3 (+1 eff.) Stealth +7 HP.reg +2.00 Blind- +10% A belt that goes around your waist. |
Flashnull the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 lightning ----- def ----- Resists +6% temporal +9% nature +3% light HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Xenor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- S.pwr/crit +2 Against +15% Summoned ----- def ----- D.Red.from +18% Summoned Spell.save +3 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +10.00 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. |
Mardehor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Hate/m.crit +2.00 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. |
Mayalelle the Forestslicer (15 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Mind.crit +3% Mind.pwr +2 (+1 eff.) Apr +3 Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +15 (+11 eff.) Resists +9% nature +11% all Mind.save +19 (+10 eff.) Die.at -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kindlewedge (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue -4% Resists +6% nature +9% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Vorera (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% blight ----- def ----- Armour +1 Fatigue -5% Resists +3% fire Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Max.HP +60.00 ---------- misc Max.enc +22 Mana/turn +0.08 A pair of boots made of leather. |
Abysstickler the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Melee Ret 2 physical 2 fire ----- def ----- Armour +1 Resists +9% fire HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
spellstreaming hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.11 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. |
Boltspire the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +12% fire +6% nature +3% darkness Spell.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +5% A cap made of leather. |
Elenyrekor the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Cun +8 Wil ----- def ----- Defense +2 (+2 eff.) Resists +9% mind Phys.save +7 (+3 eff.) Heal.mod +5% ---------- misc Equi/ret +0.12 Max.hate +6.00 A pointy cloth hat, very wizardly... |
Samoruimnir the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +1% Resists +6% blight Phys.save +3 (+1 eff.) Max.HP +20.00 Heal.mod +10% A cap made of leather. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+2 eff.) Shield.pwr +7% HP.reg +1.80 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
linen wizard hat 'Sleetsteel' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +9% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +15% cold A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
cleansing steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +6% mind +11% nature Mind.save +13 (+7 eff.) A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +12% nature +12% blight A suit of armour made of leather. |
4 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. |
296 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. |
Iselranne the iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil +1 Cun dps ---------- S.pwr/crit +8 Dmg.mod +9% arcane Res.pen +5% arcane ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sleetdash' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +5 (+4 eff.) Dmg.mod +6% nature +9% cold ----- def ----- Armour +2 Resists +10% nature Die.at -20.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Marduran'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% lightning +3% mind +3% darkness ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
yew totem of thorny skin [power 37] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Brodihek the Chargebrawn [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +12% nature Res.pen +10% lightning +15% mind ----- def ----- Resists +6% lightning Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 55. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bright Monogamy the Dwarf Anorithil level 10
25th Profit 122nd year of Ascendancy at 15:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bright Monogamy the Dwarf Anorithil level 20
12nd Dearth 122nd year of Ascendancy at 05:44 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bright Monogamy the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 16:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bright Monogamy the Dwarf Anorithil level 6
9th Profit 122nd year of Ascendancy at 08:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bright Monogamy the Dwarf Anorithil level 17
13rd Wealth 122nd year of Ascendancy at 09:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bright Monogamy the Dwarf Anorithil level 16
39th Profit 122nd year of Ascendancy at 17:18 see stats
Log
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War hound hits Bright Monogamy for 139 physical damage.
Melee retaliation hits War hound for 12 darkness, 11 cold, 2 mind (25 total damage).
Thought-forged bowman seems more focused.
Thought-forged bowman uses Steady Shot.
Ritch flamespitter spits flames!
Ritch flamespitter shrugs off the effect 'Silenced'!
Thought-forged bowman shrugs off the effect 'Silenced'!
Ritch flamespitter is knocked back!
War hound resists the knockback!
Thought-forged bowman is knocked back!
Ritch flamespitter is knocked back!
Poroldalle the blue jelly resists the knockback!
Poroldalle the blue jelly converts some damage to Psi!
Ritch flamespitter hits Bright Monogamy for 77 fire damage.
Bright Monogamy's prismatic repulsion area effect hits Ritch flamespitter for 12 light, 13 darkness, 12 light, 13 darkness (50 total damage).
Bright Monogamy's prismatic repulsion area effect hits Thought-forged bowman for 12 light, 13 darkness (25 total damage).
Bright Monogamy's prismatic repulsion area effect hits Poroldalle the blue jelly for 5 to psi, 7 light, 4 to psi, 5 darkness (21 total damage).
Bright Monogamy's prismatic repulsion area effect hits War hound for 12 light, 11 darkness (23 total damage).
Bright Monogamy's defensive darkness area effect hits War hound for 18 darkness damage.
Bright Monogamy's defensive darkness area effect hits Thought-forged bowman for 21 darkness damage.
Bright Monogamy's defensive darkness area effect hits Poroldalle the blue jelly for 6 to psi, 8 darkness (14 total damage).
Bright Monogamy's sanctity area effect hits Ritch flamespitter for 19 light damage.
Bright Monogamy's sanctity area effect hits Thought-forged bowman for 19 light damage.
Bright Monogamy's sanctity area effect hits Poroldalle the blue jelly for 7 to psi, 11 light (18 total damage).
Bright Monogamy's sanctity area effect hits War hound for 19 light damage.
Thought-forged bowman's Steady Shot hits Bright Monogamy for 118 physical damage.
Bright Monogamy the level 21 dwarf anorithil was smashed to death by a thought-forged bowman on level 1 of Sandworm lair.
A shield forms around Bright Monogamy.


















































































