












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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: 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 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 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:
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 | quick |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 25 / 75% |
Size | medium |
Lifes / Deaths | Killed by Mayath the faeros at level 21 on the 18th Steel 1337th year of Ascendancy at 20:54 2 / 4Killed by Varsha the Writhing at level 22 on the 19th Steel 1337th year of Ascendancy at 01:56 Killed by skeleton magus at level 25 on the 21st Steel 1337th year of Ascendancy at 01:17 Killed by Aletta Soultorn at level 25 on the 21st Steel 1337th year of Ascendancy at 03:05 |
Primary Stats
Strength | 47 (base 36) |
Dexterity | 14 (base 10) |
Constitution | 27 (base 10) |
Magic | 52 (base 54) |
Willpower | 46 (base 37) |
Cunning | 17 (base 12) |
Resources
Life | 750/750 |
Mana | 424/424 |
Equilibrium | 0 |
Healing Factor | 1.1386945338482 |
Regeneration | 0.28467363346205 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 19.500146650446 |
See Invisible | 19.500146650446 |
Offense: Mainhand
Damage | 75 |
Accuracy | 41 |
Crit Chance | 10% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 41 |
Crit Chance | 10% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +9% |
Physical | +23% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Defense: Base
Armour (hardiness) | 71 (88.568973732692%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 42 |
Physical Save | 48 |
Spell Save | 47 |
Mental Save | 42 |
Defense: Resistances
Acid | + 15%( 70%) |
Physical | + 13%( 70%) |
Lightning | + 23%( 70%) |
Cold | + 21%( 70%) |
Arcane | + 8%( 70%) |
Mind | + 9%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 304 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical Res.pen +10% nature Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +3 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Light source | ![]() 2.0 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +7% physical ----- def ----- Armour +8 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. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 8 mind ----- def ----- Crit.chn- 10.00% Phys.save +8 (+2 eff.) Max.HP +20.00 Blind- +20% Poison- +10% Disease- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% light +9% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Defense +8 (+5 eff.) Resists +6% mind ---------- misc Light +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Dex ----- def ----- Resists +6% acid Spell.save +3 (+1 eff.) Poison- +10% Confus- +20% Amulets make your neck look great! |
In main hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 25.5 - 30.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +12 physical On Hit.r1 +16 physical On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 224 physical damage over 5 turns (1/turn) ----- def ----- Armour +15 Fatigue +8% Resists +10% physical Shield.near.proj +45 Proj.slow +16% ---------- misc Wards +4 lightning +4 temporal +4 darkness +4 fire +3 nature +5 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +5 Con dps ---------- Mind.pwr +3 (+1 eff.) Apr +1 Melee Ret 4 cold ----- def ----- Resists +6% acid Phys.save +5 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit.r1 +8 nature +16 lightning On Hit: * 20% chance to reduce all saves and defense by 21 While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +6 Fatigue +8% Resists +21% lightning +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+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 | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +19 Fatigue +22% Resists +5% arcane Crit.chn- 15.00% Confus- +10% Pinning- +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 95 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 acid On Hit.r1 +8 blight On Crit.r2 +8 mind On Hit: * 10% chance to reduce armor by 30% * 20% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Res.pen +15% acid +20% mind Acc +13 (+5 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +13 (+7 eff.) Resists +3% blight Disarm- +43% Massive two-handed battleaxes. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% acid +12% mind Res.pen +20% mind ----- def ----- Defense +8 (+5 eff.) ---------- misc Equi/ret +0.12 Max.psi +20.00 Light +5 Infravis +2 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 90.82 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. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +18 (+7 eff.) Dmg.mod +25% blight ----- def ----- Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Master 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 +9% Crit.mult +10.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Nature Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 nature One-handed war axes. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% light +15% darkness Res.pen +20% light +10% mind Melee Ret 4 mind 10 light ----- def ----- Armour +3 Resists +6% mind A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +23% Confus- +29% Stun/Frz- +23% A pair of boots made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 On Hit.r1 +12 mind While equipped: dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 47% * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +4 Fatigue +8% Resists +3% nature +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 40.5 - 48.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +20 physical While equipped: Stats +1 Wil ----- def ----- Armour +8 Fatigue +8% Resists +12% physical Shield.near.proj +10 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +195 Melee+ +11 light +10 darkness On Crit.r2 +18 light +14 fire While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +10% light +17% darkness On shield block: * Deals 93 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +11% fire +18% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 49.0 - 68.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +23 Apr +10 Crit +4.0% Capacity 23 Ranged+ +8 light On Hit.r1 +16 light While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 20 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +15 (+7 eff.) ----- def ----- Resists +3% acid ---------- misc Max.psi +50.00 Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Toto the Dwarf Stone Warden level 10
13rd Steel 1337th year of Ascendancy at 06:23 see stats
By Toto the Dwarf Stone Warden level 20
18th Steel 1337th year of Ascendancy at 11:40 see stats
By Toto the Dwarf Stone Warden level 17
17th Steel 1337th year of Ascendancy at 15:38 see stats
By Toto the Dwarf Stone Warden level 20
18th Steel 1337th year of Ascendancy at 20:11 see stats
Log
Heighten Fear from Aletta Soultorn hits Toto for 67 mind, (61 blocked), 0 darkness (67 total damage).
Toto uses Resilience of the Dwarves.
Toto's skin turns to stone.
Toto uses Nature's Touch.
Toto receives 367 healing.
Stone Vine from Toto hits Aletta Soultorn for 12 nature, 9 arcane (21 total damage).
Aletta Soultorn casts Mind Disruption.
Toto wanders around!
Toto is no longer terrified
Talent Earth's Eyes is ready to use.
Talent Mudslide is ready to use.
Haunted from Aletta Soultorn hits Toto for (44 flat reduction), 149 mind, (44 flat reduction), 130 darkness (279 total damage).
Stone Vine from Toto hits Aletta Soultorn for 12 nature, 9 arcane (21 total damage).
Aletta Soultorn casts Black Ice.
Aletta Soultorn hits Toto for (44 flat reduction), 38 cold (38 total damage).
Talent Stone Walking is ready to use.
Haunted from Aletta Soultorn hits Toto for (44 flat reduction), 128 mind, (44 flat reduction), 111 darkness (239 total damage).
Stone Vine from Toto hits Aletta Soultorn for 12 nature, 9 arcane (21 total damage).
Aletta Soultorn shrieks.
Toto overcomes the gloom
Haunted from Aletta Soultorn hits Toto for (44 flat reduction), 128 mind (128 total damage).
Toto the level 25 dwarf stone warden was psyched to death by Aletta Soultorn and offered to her dark Master on level 6 of Dreadfell.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Haunted from Aletta Soultorn killed Toto!
Saving game...
Saving done.
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QUICK Campaign Zones
=====================
Ruins of Kor'Pul: Hideout
Heart of the Gloom
The Maze
Daikara: Volcano
Dreadfell
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QUICK Campaign Perks
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1: Rune: Manasurge
2: Category: Conditioning
3: Artifact: Prox's Lucky Halfling Foot
4: Sandqueen Heart: Normal
5: Immunity: Stun