











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. 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: ZOmnibus Addon Pack 1.7.4Combines 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 26 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 25 on the 3rd Iron 123rd year of Ascendancy at 06:45 / 2Killed by Urkis, the High Tempest at level 26 on the 9th Stralite 123rd year of Ascendancy at 09:49 |
Primary Stats
| Strength | 40 (base 19) |
| Dexterity | 8 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 48 (base 50) |
| Willpower | 82 (base 51) |
| Cunning | 24 (base 10) |
Resources
| Life | -172/947 |
| Mana | 434/610 |
| Equilibrium | 39 |
| Healing Factor | 1.7470588855781 |
| Regeneration | 26.642648005066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 30.599459836163 |
| See Invisible | 29.599459836163 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 30 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 30 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Temporal | +3% |
| All | 0% |
| Physical | +16% |
| Fire | +17% |
| Nature | +16% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | 0% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 24 |
| Physical Save | 45 |
| Spell Save | 45 |
| Mental Save | 54 |
Defense: Resistances
| Fire | + 37%( 70%) |
| Lightning | + 17%( 70%) |
| Nature | + 50%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 52%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 Willpower by +5. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
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 | Polalragabeth the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Mind.save +20 (+6 eff.) Max.HP +80.00 Heal.mod +15% A pair of boots made of leather. |
| Light source | Betaldagabeth2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% darkness Mind.save +9 (+3 eff.) Max.HP +60.00 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
| On head | Dourrupture (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Wil +4 Cun +5 Con dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +2 (+2 eff.) Resists +9% darkness ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 169.54 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Shimmerpanic [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +9% fire +1% physical Die.at -20.00 life Max.HP +60.00 HP.reg +4.00 Stun/Frz- +10% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | restful steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 27-38 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 27.0 - 37.8 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+6 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Around waist | noble's rough leather belt of resilience1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Max.HP +34.00 A belt that goes around your waist. |
| In off hand | coruscating dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 30-37 power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 16 fire ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning +10% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Crackleguile the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Silimira' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str dps ---------- Spell.crit +1% Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +17% temporal +10% darkness +7% physical Max.HP +33.00 HP.reg +3.00 Heal.mod +11% ---------- misc Max.psi +40.00 Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
biting gale rune of the titan (damage 78; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 78.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +23% Amulets make your neck look great! |
Shadowravager0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil +1 Con dps ---------- Dmg.mod +15% darkness +3% mind Res.pen +5% fire ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
solipsist's copper ring of light (+20%)0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.27 cold and 21.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
psionicist's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +4 (+1 eff.) Rings make your fingers look great! |
sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 11 physical Ranged+ 10 physical Acc +5 (+3 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 14% chance to reduce all saves and defense by 27 ----- def ----- Resists +10% blight ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! It was hardened by the digestive sack. |
ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Nature 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 +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +7 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 80.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gloroldavena the steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 mind While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% mind +10% physical Acc +19 (+10 eff.) Apr +12 ----- def ----- Resists +6% mind +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed mauls. |
flaming steel greatsword of phasing (25-40 power, 12 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +14% On Hit.r1 +9 fire Massive two-handed swords. |
balanced steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +30% One-handed war axes. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
reinforced iron shield of cold resistance (+16%) (0 def, 4 armour, 8-10 power, 51 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +51 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield of arcane resistance (+11%) (0 def, 2 armour, 10-11 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of lightning resistance (+16%) (0 def, 4 armour, 12-15 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
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 (+8 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. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Viperworth the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Mag +3 Wil +4 Con dps ---------- Melee Ret 2 nature ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +22.00 ---------- misc Infravis +2 A suit of armour made of leather. |
Hathyregoharadas (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Mag dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +9 Fatigue +22% Resists +19% fire ---------- misc Light +3 Infravis +3 See.Invis +6 A suit of armour made of metal plates. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Iceglory the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% arcane +9% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% light ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Urtheleyon' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +3% acid Apr +1 ----- def ----- Armour +1 Resists +3% acid HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 61.56 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. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
hardened leather gloves 'Glacierworth' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 9 cold Dmg.mod +15% cold Acc +14 (+7 eff.) Apr +8 ----- def ----- Armour +2 Resists +12% lightning +12% acid +10% blight +3% fire +5% arcane +7% cold Phys.save +7 (+2 eff.) Spell.save +17 (+5 eff.) Mind.save +7 (+2 eff.) Disarm- +33% 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. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +21 (+10 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Firelace' (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +6% lightning +9% temporal HP.reg +4.00 Blind- +20% A pointy cloth hat, very wizardly... |
grounding rough leather cap of the bounder (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 168.3 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
grounding iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% cold +7% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Barig' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +7% fire +2% physical +6% cold Phys.save +9 (+3 eff.) Max.HP +80.00 Blind- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
57 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. |
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.(136 power, based on Willpower). Uses 9 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. |
Corruptionsorrow the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Dmg.mod +6% nature Melee Ret 2 arcane On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +11% nature +5% arcane Phys.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silyna the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Mag dps ---------- Crit.mult +15.00% Dmg.mod +9% mind Res.pen +12% physical Melee Ret 4 mind ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Earyregohek the elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Resists +6% acid +1% physical Mind.save +3 (+1 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Bertha the Dwarf Stone Warden level 19
31st Dearth 122nd year of Ascendancy at 06:50 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Bertha the Dwarf Stone Warden level 22
9th Shortage 122nd year of Ascendancy at 15:57 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bertha the Dwarf Stone Warden level 25
22nd Gold 123rd year of Ascendancy at 23:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bertha the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 03:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Bertha the Dwarf Stone Warden level 20
2nd Loss 122nd year of Ascendancy at 00:26 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bertha the Dwarf Stone Warden level 22
10th Shortage 122nd year of Ascendancy at 01:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Bertha the Dwarf Stone Warden level 22
25th Shortage 122nd year of Ascendancy at 20:09 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bertha the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 14:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bertha the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 17:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bertha the Dwarf Stone Warden level 12
17th Profit 122nd year of Ascendancy at 14:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bertha the Dwarf Stone Warden level 19
31st Dearth 122nd year of Ascendancy at 12:31 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Bertha the Dwarf Stone Warden level 25
3rd Iron 123rd year of Ascendancy at 06:45 see stats
Log
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Hurricane from Urkis, the High Tempest hits Bertha for 52 lightning damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Urkis, the High Tempest's aether beam hits Bertha for 14 arcane damage.
Bertha uses Block.
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Urkis, the High Tempest's aether beam hits Bertha for (14 blocked), 0 arcane (0 total damage).
Hurricane from Urkis, the High Tempest hits Bertha for (97 blocked), 0 lightning (0 total damage).
Bertha has finished recovering.
Talent Earthen Missiles is ready to use.
Hurricane from Urkis, the High Tempest hits Bertha for 84 lightning damage.
Talent Resilience of the Dwarves is ready to use.
Hurricane from Urkis, the High Tempest hits Bertha for 105 lightning damage.
Bertha deactivates Eldritch Infusion.
Hurricane from Urkis, the High Tempest hits Bertha for 91 lightning damage.
Bertha the level 26 dwarf stone warden was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.









































































































