












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
Showing Items Tier in Inventory 1.7.2This 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 23 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Xotira the sandworm at level 23 on the 25th Shortage 122nd year of Ascendancy at 02:18 / 1 |
Primary Stats
| Strength | 30 (base 23) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 42 (base 34) |
| Willpower | 64 (base 51) |
| Cunning | 18 (base 10) |
Resources
| Life | -287/886 |
| Mana | 452/502 |
| Equilibrium | 45 |
| Positive | 96/116 |
| Healing Factor | 1.2583363011315 |
| Regeneration | 16.672955989992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 31 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 31 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +30% |
| Mind | +15% |
| All | 0% |
| Lightning | +25% |
| Light | +3% |
| Darkness | +3% |
| Cold | +31% |
| Fire | +25% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +15% |
| Cold | +40% |
| Arcane | +25% |
| Fire | +25% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 42.551211628464 (73.607947236566%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 43 |
| Physical Save | 32 |
| Spell Save | 45 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 3%( 70%) |
| Cold | + 44%( 70%) |
| All | 0%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 18%( 70%) |
| Mind | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 40% |
| Confusion Resistance | 21% |
| Stun Resistance | 71% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 377 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 79 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 354 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 84 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 Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 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 |
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 minotaur nose. * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Glorith the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +3% mind Spell.save +6 (+2 eff.) Die.at -20.00 life Max.HP +80.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Runokan the Starminister2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +3% mind Mind.save +9 (+3 eff.) Die.at -20.00 life Max.HP +43.00 Blind- +10% ---------- misc Light +4 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 | Blackworth (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +3% Resists +13% light +1% physical +11% darkness +3% mind Spell.save +6 (+2 eff.) Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| On hands | Rootzephyr, (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +4 (+2 eff.) Melee+ 4 arcane 8 darkness Dmg.mod +5% arcane +3% darkness +6% nature Melee Ret 2 nature ----- def ----- Armour +2 Resists +12% cold +3% arcane +7% darkness Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 20% Moonlight Ray 3 On Hit: 10% Manathrust 3 On Hit: * 7% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ginn [power 116] (10/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +1 Mag ----- def ----- Resists +3% blight Max.HP +60.00 Cut- +20% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +51.00 HP.reg +13.00 Heal.mod +13% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | copper amulet 'Sleetpyre'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% cold Res.pen +15% cold ----- def ----- Resists +12% acid +12% mind +6% lightning Spell.save +6 (+2 eff.) Confus- +21% Amulets make your neck look great! |
| In main hand | iron shield 'Nightblur' (0 def, 2 armour, 9-11 power, 24 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning +9% temporal +3% darkness +3% blight +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | rough leather belt 'Unlightusher'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Resists +3% blight +3% fire Crit.chn- 10.00% Max.HP +33.00 Cut- +20% A belt that goes around your waist. |
| In off hand | shocking iron shield of winter (0 def, 2 armour, 8-10 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +12 cold While equipped: Stats +1 Wil dps ---------- Melee+ 5 lightning On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cystprophet (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +3% blight +17% cold +3% lightning +3% acid Phys.save +8 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant iron plate armour of the dragon (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +7 Fatigue +22% Resists +5% acid +5% physical +11% darkness +12% blight +6% fire +6% lightning +5% cold Disarm- +20% Stun/Frz- +21% Knockbk- +20% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion (heal 203; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 327; 16 cd)0.1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; magical, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stormshield rune of the warrior (threshold 23; blocks 4; dur 4; cd 13)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 18; blocks 4; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
restful gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +16% temporal Pinning- +27% Knockbk- +28% Amulets make your neck look great! |
Chamumnir the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +6 Resists +9% lightning Die.at -20.00 life ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) Acc +8 (+4 eff.) Apr +9 ----- def ----- Defense +7 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Xerutira'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light +9% arcane Res.pen +10% arcane Melee Ret 4 mind ----- def ----- Resists +20% light +9% blight Rings make your fingers look great! |
savage's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Spell.save +13 (+5 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
Hazesnake (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +56 fire While equipped: dps ---------- All.spd +7% Res.pen +17% fire Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Resists +6% blight +3% fire +12% cold Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed mauls. |
truestriking dwarven-steel mace of evisceration (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Res.pen +7% physical Acc +16 (+8 eff.) Apr +9 Blunt and deadly. |
creative thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
arcing dwarven-steel waraxe of massacre (28-40 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage One-handed war axes. |
Vorassra1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun +1 Str ----- def ----- Max.HP +113.00 Blind- +20% Silence- +20% Pinning- +10% ---------- misc Infravis +3 A belt that goes around your waist. |
blurring hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +11 (+11 eff.) Stealth +7 Max.HP +37.00 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
Xoyarin (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +1 Cun +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bethora' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Apr +1 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +13% cold Crit.chn- 5.00% Die.at -80.00 life ---------- misc Hate/m.crit +1.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+12 eff.) Resists +25% nature +13% all Phys.save +15 (+8 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
cashmere robe of the mind (+14%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Resists +14% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Samidunadar' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% mind +6% cold Phys.save +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belerand the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +9% light +5% arcane Phys.save +5 (+3 eff.) Mind.save +12 (+4 eff.) Disarm- +21% Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
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 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +22.00 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +7 arcane On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Unarmed combat: Power 16.0 - 22.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Burnwrack the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +9% fire Res.pen +20% mind ----- def ----- Defense +2 (+2 eff.) Resists +7% lightning +8% temporal +9% mind ---------- misc Equi/ret +0.08 Max.hate +4.00 A pointy cloth hat, very wizardly... |
Hanidogafast (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +3% light Die.at -60.00 life Heal.mod +10% Disease- +20% Disarm- +20% 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 88.8 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 increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Rhublek' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.crit +2% Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal Die.at -20.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ulfeyon' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +15% temporal +11% light +3% blight +3% cold +5% arcane +11% darkness Spell.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Manetolin the dwarven-steel mail armour (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +12% Resists +7% acid +8% cold +16% lightning Max.HP +32.00 HP.reg +2.00 Heal.mod +13% ---------- misc Breathe water A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 40.12 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Duatheldash the iron shield (0 def, 4 armour, 8-10 power, 45 block)7.0 T1 shield armor Reqs Shield usage training [Rare] 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 +45 Melee+ +16 blight +12 arcane On Hit.r1 +4 blight While equipped: dps ---------- Dmg.mod +9% blight On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
psychokinetic quiver of yew arrows of annihilation (16/16, 37-52 power, 15 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 37.0 - 51.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Capacity 16 Proj.spd +200% Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage 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. |
268 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. |
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. |
2 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =pick=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Siliramira'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +1% physical Max.HP +101.00 ---------- misc Psi/ret +0.12 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. |
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. |
iron torque of gale force [power 105] (10/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By stoner the Dwarf Stone Warden level 20
25th Loss 122nd year of Ascendancy at 16:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By stoner the Dwarf Stone Warden level 22
17th Shortage 122nd year of Ascendancy at 10:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By stoner the Dwarf Stone Warden level 10
16th Wealth 122nd year of Ascendancy at 13:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By stoner the Dwarf Stone Warden level 20
35th Dearth 122nd year of Ascendancy at 22:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By stoner the Dwarf Stone Warden level 21
16th Shortage 122nd year of Ascendancy at 04:01 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By stoner the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 10:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By stoner the Dwarf Stone Warden level 9
9th Profit 122nd year of Ascendancy at 20:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By stoner the Dwarf Stone Warden level 9
19th Profit 122nd year of Ascendancy at 15:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By stoner the Dwarf Stone Warden level 17
24th Dearth 122nd year of Ascendancy at 16:36 see stats
Log
Something hits stoner for (55 to stone), 0 physical, (3 to stone), 0 darkness, (10 to stone), 0 nature (0 total damage).
Stoner shrugs off the effect 'Disarmed'!
You fail to use Eldritch Blow due to your equilibrium!
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Mergeback is ready to use.
Talent Dwarven Unity is ready to use.
The stone shield around Stoner explodes!
Thorn Grab from Voredathra the white jelly hits stoner for (15 to stone), 0 nature (0 total damage).
stoner hits Something for 47 fire, 83 cold, 61 lightning, 64 arcane (256 total damage).
stoner hits Something for 18 fire, 51 cold, 36 lightning, 35 arcane (140 total damage).
Acid Splash from Lisokira the gigantic corrosive tunneler hits stoner for (2 to stone), 0 acid (0 total damage).
Deadly Poison from Xotira the sandworm hits stoner for (20 flat reduction), (2 to stone), 0 nature (0 total damage).
Something hits stoner for (20 flat reduction), (22 to stone), 116 fire (116 total damage).
Something hits stoner for (20 flat reduction), 29 fire, 57 physical (86 total damage).
Thorn Grab from Voredathra the white jelly hits stoner for 15 nature damage.
Acid Splash from Lisokira the gigantic corrosive tunneler hits stoner for 2 acid damage.
Deadly Poison from Xotira the sandworm hits stoner for 22 nature damage.
stoner counter attacks Something with his shield shards!
stoner misses Something.
stoner misses Something.
Stoner resists the knockback!
Something hits stoner for 37 physical damage.
Something performs a melee critical strike against stoner!
Stoner starts to bleed.
Stoner resists the stunning strike!
Poison bursts out of Stoner's corpse!
Something hits stoner for 407 physical, 6 fire, 210 physical (624 total damage).
stoner the level 23 dwarf stone warden was battered to death by Xotira the sandworm on level 3 of Sandworm lair.



































































































