











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Shorter ToME4 Dungeons REDUX 1.3.1Pre-release version. Shortens several dungeons. Original add made by Pigslayer. Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 (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.
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Auto-explore and Rest 1.5.5Quality 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. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 22 / 52% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 63 (base 51) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 47 (base 40) |
| Willpower | 28 (base 17) |
| Cunning | 13 (base 10) |
Resources
| Life | 694/694 |
| Mana | 276/276 |
| Equilibrium | 30 |
| Healing Factor | 1.3863874345549 |
| Regeneration | 0.34659685863873 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 16.54677130326 |
| See Invisible | 16.54677130326 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 44 |
| Crit Chance | 29% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 44 |
| Crit Chance | 29% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +21% |
| Darkness | +3% |
| Temporal | +18% |
| Cold | +23% |
| Physical | +27% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +5% |
| Physical | +27% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67 (93.462686567164%) |
| Defense | 42 |
| Ranged Defense | 51 |
| Fatigue | 45 |
| Physical Save | 53 |
| Spell Save | 49 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 70%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 21%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 325 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% 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 Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Infusion |
| talent | Crystalline Focus |
| talent | Shards |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by WardenOfTheStone. Escort: lost sun paladin (level 1 of Old Forest) | failed |
Escort the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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 have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. 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.' * You've found the needed green worm. * You've found the needed snow giant kidney. | 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 within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Silithra (0 def, 8 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +8 Lck +3 Dex dps ---------- Dmg.mod +6% acid Res.pen +10% acid +10% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Fatigue +3% Resists +6% acid +16% fire +7% lightning +16% cold Stealth +7 A pair of boots made of leather. |
| Light source | brass lantern 'Arelemina' =main=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +8.0% ----- def ----- Armour +6 Max.HP +40.00 ---------- 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. |
| On head | iron helm 'Tarrochik' (6 def, 5 armour) =main=3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +2 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +5 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Camidir the hardened leather gloves (9 def, 9 armour) =main=1.0 T3 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Melee+ 7 physical Dmg.mod +6% physical Res.pen +10% physical Acc +4 (+1 eff.) ----- def ----- Armour +9 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) ---------- misc Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Breniyadan the steel ring =main=0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +3% physical +11% cold Acc +4 (+1 eff.) Apr +1 ----- def ----- Resists +22% cold Mind.save +6 (+2 eff.) Confus- +22% Rings can have magical properties. |
| On fingers | Bloodcaller =main=0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Nereyakira the Coalmaim0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +16 Lck +7 Mag dps ---------- Spell.crit +9% Spell.pwr +9 (+3 eff.) Dmg.mod +12% acid +3% darkness +12% fire +12% lightning +12% cold Res.pen +5% nature Acc +20 (+6 eff.) Melee Ret 4 nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +16 (+5 eff.) Resists +3% darkness Unseen.red 14% Amulets can have magical properties. |
| In main hand | Lightningspitter (6 def, 8 armour, 100% power, 41.5 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 Melee+ +13 nature On Crit.r2 +8 lightning On Hit: * deal bonus physical damage equal to your armor While equipped: dps ---------- Melee Ret 10 nature ----- def ----- Armour +8 Hardiness +6% Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% blight +17% cold +11% nature +12% physical Max.HP +42.00 ---------- misc Max.psi +20.00 Talents +2 Block Handheld deflection devices. |
| 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 off hand | dwarven-steel shield 'Tarrenarirath' (8 def, 2 armour, 100% power, 84.5 block)7.0 T3 shield armor [Random Unique] Arcane/Psionic When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +84 Melee+ +12 temporal On Crit.r2 +13 light +18 darkness While equipped: Stats +2 Wil dps ---------- Melee Ret 14 temporal On Hit (Melee): * 7% chance to cause random gloom On Melee Ret: * 14% chance to cause random gloom ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +12% temporal +7% light +8% darkness ---------- misc Vim/s.crit +3.00 Max.mana +60.00 Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Time Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (311) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Flashstake the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% physical Acc +8 (+2 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% lightning +11% cold Phys.save +9 (+3 eff.) Die.at -20.00 life Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emelirialaith the steel plate armour (4 def, 9 armour) =main=17.0 T2 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +18% temporal ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +3% temporal Max.HP +26.00 A suit of armour made of metal plates. |
Inventory
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets can have magical properties. |
copper ring 'Nimbusvenom'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Resists +6% light +6% lightning Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of clarity =mag=0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +21% Rings can have magical properties. |
pixie's steel ring of sensing =cun/mag=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
solipsist's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- HP.reg +0.80 Stun/Frz- +25% Rings can have magical properties. |
steel plate armour 'Earulachak' (4 def, 14 armour) =mag=17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +18% Resists +6% physical Phys.save +17 (+5 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
Aryralaith the rough leather belt =mag/con=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +5 Mag +3 Con dps ---------- Spell.pwr +2 (+1 eff.) Res.pen +10% temporal ----- def ----- Fatigue -2% Mind.save +6 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Gluwyn' =con=1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +12% light +6% darkness Phys.save +9 (+3 eff.) Spell.save +39 (+12 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Erelorek (0 def, 1 armour) =mag=1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Mind.crit +4% Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold ---------- misc Equi/ret +0.04 Psi/ret +0.12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =cun/wil=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. |
Boltroar the rough leather cap (0 def, 1 armour) =con=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning On Hit (Melee): * Slows global speed by 15% * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Vorenor (0 def, 1 armour) =cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Dex +3 Wil +6 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Alozilarab (0 def, 3 armour) =mag=3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Mag +4 Wil dps ---------- Crit.mult +5.00% Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.04 Max.mana +80.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 213.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Balancebile (0 def, 4 armour) =wil=3.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Res.pen +15% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +15% fire +6% nature Mind.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Porimilrada =con=2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Con dps ---------- Melee Ret 12 arcane 12 fire ----- def ----- Resists +6% fire ---------- misc Light +5 Infravis +1 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. |
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 (81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Uloharalahell' (dig speed 38 turns) =mag/cun/con=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Mag +2 Cun +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Infravis +3 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One =wil=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 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 6 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. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of kinetic psionic shield [power 47] (20 cooldown) =main=2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 32] (20 cooldown) =main=2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WardenOfTheStone the Dwarf Stone Warden level 7
6th Iron 123rd year of Ascendancy at 18:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By WardenOfTheStone the Dwarf Stone Warden level 20
3rd Voratun 123rd year of Ascendancy at 10:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WardenOfTheStone the Dwarf Stone Warden level 10
28th Steel 123rd year of Ascendancy at 18:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WardenOfTheStone the Dwarf Stone Warden level 20
2nd Voratun 123rd year of Ascendancy at 07:53 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By WardenOfTheStone the Dwarf Stone Warden level 5
20th Voratun 122nd year of Ascendancy at 01:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WardenOfTheStone the Dwarf Stone Warden level 12
33rd Steel 123rd year of Ascendancy at 09:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WardenOfTheStone the Dwarf Stone Warden level 16
26th Gold 123rd year of Ascendancy at 17:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By WardenOfTheStone the Dwarf Stone Warden level 20
4th Voratun 123rd year of Ascendancy at 01:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WardenOfTheStone the Dwarf Stone Warden level 14
2nd Gold 123rd year of Ascendancy at 04:30 see stats
Log
You gain 15.87 gold from the transmogrification of Nimbusorder the steel shield (6 def, 2 armour, 100% power, 37.5 block).
You gain 13.36 gold from the transmogrification of quiver of ash arrows 'Viperquencher' (17/17, 125% power, 7 apr).
You gain 4.07 gold from the transmogrification of manaburning quiver of ash arrows of wind (18/18, 116% power, 7 apr).
You gain 11.05 gold from the transmogrification of Olasarim the Galefist (18/18, 119% power, 7 apr).
You gain 20.14 gold from the transmogrification of Galahad.
You gain 1.57 gold from the transmogrification of nature's vined mindstar (81% power, 18 apr, nature damage).
You gain 2.10 gold from the transmogrification of blooming vined mindstar (81% power, 18 apr, nature damage).
You gain 3.66 gold from the transmogrification of chilling dwarven-steel dagger of paradox (109% power, 7 apr).
You gain 3.41 gold from the transmogrification of acidic dwarven-steel dagger of vileness (111% power, 7 apr).
You gain 19.86 gold from the transmogrification of Chargequick (120% power, 6 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (101% power, 3 apr).
You gain 1.48 gold from the transmogrification of flaming steel waraxe of massacre (120% power, 3 apr).
You gain 1.48 gold from the transmogrification of flaming steel waraxe of massacre (127% power, 3 apr).
You gain 2.71 gold from the transmogrification of balanced iron waraxe of massacre (117% power, 2 apr).
You gain 12.61 gold from the transmogrification of iron battleaxe 'Armoleg' (124% power, 1 apr).
You gain 16.48 gold from the transmogrification of Ragekath the Thunderraider (111% power, 3 apr, arcane element).
You gain 2.34 gold from the transmogrification of cleansing steel amulet.
You gain 1.13 gold from the transmogrification of sun infusion of the wizard (rad 7; power 45; turns 3; dispels darkness).
You gain 1.13 gold from the transmogrification of sun infusion of the titan (rad 6; power 33; turns 3; dispels darkness).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
WardenOfTheStone deactivates Crystalline Focus.
WardenOfTheStone deactivates Eldritch Infusion.
WardenOfTheStone deactivates Shards.











































































