










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
Showing Items Tier in Inventory 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 16 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Silaramitta the gigantic corrosive tunneler at level 16 on the 2nd Steel 123rd year of Ascendancy at 18:15 / 1 |
Primary Stats
| Strength | 49 (base 42) |
| Dexterity | 12 (base 10) |
| Constitution | 25 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 44 (base 28) |
| Cunning | 14 (base 10) |
Resources
| Life | -41/495 |
| Equilibrium | 52 |
| Healing Factor | 1.1456525613967 |
| Regeneration | 0.28641314034917 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 11 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 19 |
| Crit Chance | 17% |
| APR | 5 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +6% |
| Nature | +4% |
| Blight | +18% |
| Arcane | +6% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 38.266448534898 (74.117647058824%) |
| Defense | 22 |
| Ranged Defense | 28 |
| Fatigue | 31 |
| Physical Save | 35 |
| Spell Save | 43 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 45%( 70%) |
| All | 0%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Confusion Resistance | 41% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| detrimental effect | The target has been splashed with acid, taking 2.13 acid damage per turn, reducing armour by 6 and attack by 5. Acid Splash |
| detrimental effect | The target's has a cursed wound, reducing healing by 40%. Cursed Wound |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of squid ink. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | 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 | wanderer's pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Phys.save +12 (+5 eff.) Mind.save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Skybait1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% mind +12% blight Res.pen +10% blight ----- def ----- Resists +9% lightning Phys.save +9 (+4 eff.) Heal.mod +13% Blind- +30% Confus- +20% ---------- misc Light +9 See.Stealth +11 See.Invis +14 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ce'Nyriseba (9 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Apr +3 ----- def ----- Armour +3 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +5% Resists +1% physical ---------- misc Stam/turn +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 8 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 50% 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. |
| On fingers | rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings can have magical properties. |
| On fingers | steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters =main=1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | arcing dwarven-steel greatsword of erosion (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Nature Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 lightning +10 temporal +10 nature On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
| On hands | hardened leather gloves 'Haludar' (0 def, 4 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +1 Str +4 Dex dps ---------- Crit.mult +9.00% Acc +19 (+9 eff.) ----- def ----- Armour +4 Resists +5% arcane Spell.save +10 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel plate armour 'Prismbile' (5 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% light ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +21% lightning +6% cold +6% light Spell.save +39 (+13 eff.) A suit of armour made of metal plates. |
| Cloak | Adina the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +6% blight Melee Ret 8 arcane ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets can have magical properties. |
Inventory
movement infusion of the duelist (336% speed; 5 turns)0.1 T2 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 increase movement speed by 336% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the titan (393% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 393% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
wild infusion of the psychic (resist 21%; cure mental, magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 16% for 5 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 ability. |
biting gale rune of the psychic (83 cold damage; freeze 3 turns with power 45)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 82.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 45 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 29)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
copper amulet 'Glimmerswift'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +6% light Res.pen +10% light On Hit (Melee): * 30% chance to blind ---------- misc Masteries +0.11 Technique/Two-handed assault Amulets can have magical properties. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% cold +10% fire Amulets can have magical properties. |
stabilizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +24% Amulets can have magical properties. |
starlit steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +14% light +12% darkness Blind- +20% Amulets can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.10 Stun/Frz- +22% Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
blazebringer's dwarven-steel greatmaul of crippling (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +7 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% All.spd +3% Res.pen +10% fire Massive two-handed mauls. |
chilling steel greatmaul of vileness (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 blight +10 cold On Hit: * 10% chance to disease Massive two-handed mauls. |
insidious steel longsword of erosion (113% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 insidious poison +6 temporal +8 nature Sharp, long, and deadly. |
thunderous steel longsword (113% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 17% chance to daze at end of turn While equipped: Stats +2 Str +1 Dex +1 Mag +1 Wil +2 Cun +2 Con dps ---------- Res.pen +6% lightning Sharp, long, and deadly. |
dreamer's thorny mindstar (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 95% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +7% mind Mind.save +2 (+1 eff.) ---------- misc Max.psi +10.00 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Slings are used to hurl stones or metal shots at your foes. |
ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel waraxe of phasing (111% power, 9 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +9 Crit +4.0% Atk.spd 100% Phasing +16% On Hit.r1 +7 fire One-handed war axes. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +31.00 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. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.87 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. |
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 These gloves are coated with a thick, green liquid. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T3 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +4 (+2 eff.) Apr +5 On Melee Ret: * 15% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +19 (+7 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+5 eff.) ----- def ----- Armour +1 Resists +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cured leather armour of clarity (2 def, 4 armour)9.0 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% mind Mind.save +12 (+5 eff.) A suit of armour made of leather. |
dwarven-steel plate armour of cold resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +18% cold A suit of armour made of metal plates. |
impenetrable steel plate armour of Eyal (4 def, 18 armour)17.0 T2 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Defense +4 (+2 eff.) Fatigue +22% Max.HP +53.00 HP.reg +1.10 Heal.mod +12% A suit of armour made of metal plates. |
steel plate armour of lightning resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +19% lightning A suit of armour made of metal plates. |
Duathelreeve (23/23, 164% power, 20 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Nature/Master/Psionic Power 164% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +10.5% Capacity 23 Rld cld 6 Proj.spd +200% Ranged+ +42 insidious poison +4 darkness +8 mind On Hit.r1 +4 darkness On Crit.r2 +8 darkness On Hit: * 40 arcane resource burn * 15% chance to cause random gloom Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of accuracy (24/24, 143% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 144% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +17 Apr +10 Crit +2.0% Capacity 24 Ranged+ +15 bleed On Crit: * wounds the target for 7 turns: 12 bleeding, 48% reduced healing Arrows are used with bows to pierce your foes to death. |
7 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Lightningknight'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +5 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +45.00 Heal.mod +10% ---------- misc Light +2 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. |
icy pouch of steel shots (20/20, 120% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 121% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +6 cold Shots are used with slings to pummel your foes to death. |
iron torque of mindblast [power 85] (6 cooldown)2.0 T1 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 42.50 to 85.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
3 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. |
10 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dorian the Dwarf Wyrmic level 7
26th Profit 122nd year of Ascendancy at 13:25 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dorian the Dwarf Wyrmic level 16
2nd Steel 123rd year of Ascendancy at 00:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dorian the Dwarf Wyrmic level 10
25th Wealth 122nd year of Ascendancy at 14:41 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dorian the Dwarf Wyrmic level 13
15th Shortage 122nd year of Ascendancy at 04:08 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Dorian the Dwarf Wyrmic level 4
21st Voratun 122nd year of Ascendancy at 00:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dorian the Dwarf Wyrmic level 7
16th Profit 122nd year of Ascendancy at 01:51 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Dorian the Dwarf Wyrmic level 8
11st Wealth 122nd year of Ascendancy at 18:20 see stats
Log
Dorian picks up (t.): ash starstaff (111% power, 3 apr, temporal element).
Dorian picks up (r.): thunderous steel longsword (113% power, 3 apr).
Dorian picks up (f.): teleportation rune (range 29).
Dorian picks up (u.): hardened leather sling.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
An object rolls from the chest!
But the chest was guarded!
Silaramitta the gigantic corrosive tunneler begins rampaging!
Dorian is covered in acid!
Silaramitta the gigantic corrosive tunneler uses Dominate.
Dorian shrugs off the effect 'Dominated'!
Silaramitta the gigantic corrosive tunneler hits Dorian for 124 physical damage.
Dorian hits Silaramitta the gigantic corrosive tunneler for 62 physical, 16 lightning, 10 temporal, 8 nature, 8 arcane, 30 cold (134 total damage).
The unstable sand tunnel collapses!
Acid Splash from Silaramitta the gigantic corrosive tunneler hits Dorian for 2 acid damage.
Silaramitta the gigantic corrosive tunneler uses Slash.
Dorian is recovering from the damage!
Dorian has a cursed wound!
Silaramitta the gigantic corrosive tunneler hits Dorian for 183 physical damage.
Dorian hits Silaramitta the gigantic corrosive tunneler for 81 physical, 16 lightning, 10 temporal, 8 nature, 8 arcane, 30 cold (153 total damage).
The unstable sand tunnel collapses!
Acid Splash from Silaramitta the gigantic corrosive tunneler hits Dorian for 2 acid damage.
Dorian receives 23 healing.
Saving game...













































































































