











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: 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:
Danger Alert 1.7.5Add a display of estimated threats in monster's tooltip. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. 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 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. 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: AmmoAsKnife 1.7.2throwing knife will use equiped ammo stat if talent level is not less than material level 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. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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. 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! 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:
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 | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 20 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Aless at level 12 on the 22nd Voratun 122nd year of Ascendancy at 17:05 0 / 6Killed by Ademithra the white worm mass at level 16 on the 2nd Profit 122nd year of Ascendancy at 17:11 Killed by Isodherin the white wolf at level 16 on the 2nd Profit 122nd year of Ascendancy at 18:43 Killed by Polima the copperhead snake at level 17 on the 6th Profit 122nd year of Ascendancy at 09:58 Killed by Emyrin the black bear at level 19 on the 15th Profit 122nd year of Ascendancy at 22:02 Killed by war hound at level 20 on the 19th Profit 122nd year of Ascendancy at 03:10 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 53 (base 48) |
| Willpower | 20 (base 10) |
| Cunning | 45 (base 41) |
Resources
| Life | -22/504 |
| Positive | 58/107 |
| Negative | 60/107 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 3.7734423934225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 6 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 14 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +26% |
| Temporal | +13% |
| Darkness | +2% |
| Arcane | +7% |
| Mind | +6% |
| Fire | 0% |
Offense: Damage Penetration
| Mind | +35% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 40 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 24%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 13%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 73 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. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
Equipment
| On feet | pair of rough leather boots 'Isitta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil +1 Cun +4 Con dps ---------- Spell.crit +3% ----- def ----- Armour +1 Phys.save +12 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Equi/ret +0.04 Max.psi +30.00 Max.vim +10.00 A pair of boots made of leather. |
| Light source | Shadepierce2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Resists +6% darkness Mind.save +5 (+3 eff.) ---------- misc Stam/turn +1.00 Light +3 See.Stealth +6 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 | Salevea the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% light +3% temporal ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Hate/m.crit +2.00 Max.hate +4.00 A pointy cloth hat, very wizardly... |
| On hands | storm rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 5 lightning Dmg.mod +4% arcane +4% lightning ----- def ----- Armour +1 Resists +5% lightning 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. |
| On fingers | treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +11% Rings make your fingers look great! |
| Around neck | Glacierstreak the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 2 cold ----- def ----- Resists +3% mind Amulets make your neck look great! |
| In main hand | elm starstaff 'Berachik' (107% power, 2 apr, light element)3.0 T1 staff 1H weapon [Rare] Arcane Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +13% light +3% arcane ----- def ----- Resists +6% fire +2% physical +6% temporal HP.reg +2.00 Disarm- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Silimiba the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% S.pwr/crit +10 ----- def ----- Resists +5% fire +6% cold ---------- misc See.Invis +3 A belt that goes around your waist. |
| In off hand | Emorin (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 81% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Res.pen +10% mind ----- def ----- Resists +6% darkness Spell.save +6 (+2 eff.) Max.HP +21.00 HP.reg +1.30 ---------- 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. |
| Cloak | Darkhue the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% light +3% darkness Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% 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. |
| Main armor | spellwoven woollen robe of time (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Resists +9% all +10% temporal Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
biting gale rune (damage 31; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 31.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing steel amulet of mastery (0.15 Celestial / Glyphs)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +20% ---------- misc Masteries +0.15 Celestial/Glyphs Amulets make your neck look great! |
arcing short elm starstaff (100% power, 2 apr, darkness element)3.0 T1 staff 1H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of fate (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +7 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of daylight (128% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 128% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light Against +10% Undead Massive two-handed battleaxes. |
balanced dwarven-steel greatsword (145% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +27% Massive two-handed swords. |
dwarven-steel greatsword of massacre (156% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 156% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
elemental dwarven-steel waraxe (120% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +8% fire One-handed war axes. |
Ivylrasevena the Shadowripper (101% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 20% chance to reduce damage dealt by 16% While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% blight ----- def ----- Resists +12% blight +9% darkness +3% light Sharp, short and deadly. |
balanced steel dagger of erosion (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Sharp, short and deadly. |
slime-covered steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt Power 103% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 45% Sharp, short and deadly. |
steel dagger of evisceration (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 62 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+3 eff.) Sharp, short and deadly. |
steel dagger of vileness (100% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 21 Sharp, short and deadly. |
balanced steel steamsaw of erosion (110% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Nature/Master/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Melee+ +7 nature Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Armour +3 Defense +10 (+10 eff.) Fatigue +6% Disarm- +28% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of shrapnel (105% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Master/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 62 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
psychokinetic quiver of ash arrows of crippling (17/17, 122% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Master/Psionic Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 17 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
arcing pouch of steel shots of accuracy (17/17, 119% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +4.5% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Shots are used with slings to pummel your foes to death. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +10% darkness ----- def ----- Resists +15% darkness +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokagund the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +1 Mag +2 Wil +2 Con dps ---------- Dmg.mod +11% mind +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +22% nature +11% mind +9% all Poison- +22% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of the mind (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +16% mind ----- def ----- Resists +16% mind +9% all Spell.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +22% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Mind.save +11 (+5 eff.) A suit of armour made of leather. |
impenetrable iron mail armour of lightning resistance (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
Rhohek (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Master/Psionic While equipped: Stats +6 Str +6 Cun +4 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning +8% physical +13% darkness Mind.save +18 (+8 eff.) ---------- misc Light +2 See.Invis +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +6% temporal A belt that goes around your waist. |
Glylaith the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% blight +12% mind ----- def ----- Resists +6% lightning +6% temporal ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
pair of rough leather boots 'Shivernigh' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +15% cold ----- def ----- Armour +1 Crit.chn- 10.00% A pair of boots made of leather. |
Obsidianclamor the pair of dwarven-steel boots (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% acid +3% temporal +8% blight Res.pen +5% darkness Melee Ret 4 temporal ----- def ----- Armour +10 Fatigue +3% Resists +11% acid +6% temporal +7% cold +7% fire +5% lightning Disease- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 7 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid 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. |
rough leather cap 'Dawnpride' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% light Acc +15 (+14 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
bladed hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +3 Fatigue +3% 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 27.0 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 cap made of leather. |
2 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. |
2 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 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. |
2 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. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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. |
53 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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)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. |
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 (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. |
cleansing ash totem of summon tentacle [power 155] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 381 Base Damage: 155 Armor: 7 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aless the Dwarf Anorithil level 10
20th Voratun 122nd year of Ascendancy at 15:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aless the Dwarf Anorithil level 20
18th Profit 122nd year of Ascendancy at 01:08 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aless the Dwarf Anorithil level 9
20th Voratun 122nd year of Ascendancy at 04:59 see stats
Log
Aless hits Isolrawyn the shadowblade for 0 darkness damage.
Aless hits Glorarin the king cobra for 0 darkness damage.
Aless's light area effect hits Isolrawyn the shadowblade for 0 light damage.
Isolrawyn the shadowblade casts Shadowstep.
Aless is dazed!
Isolrawyn the shadowblade hits Aless for 5 darkness, 4 darkness (9 total damage).
Melee retaliation hits Isolrawyn the shadowblade for 0 cold, 0 light (0 total damage).
Aless is not dazed anymore.
Bleeding from Glorarin the king cobra hits Aless for 17 physical damage.
Thorn Grab from Glorarin the king cobra hits Aless for 5 nature damage.
Aless's Corona hits Glorarin the king cobra for 27 light damage.
Aless's Corona killed Glorarin the king cobra!
Isolrawyn the shadowblade cover of leaves falls apart.
Isolrawyn the shadowblade casts Shadow Ambush.
Aless is dazed!
Aless is silenced!
Aless misses War hound.
Aless misses War hound.
Aless is not dazed anymore.
Melee retaliation hits War hound for 0 cold, 15 light (15 total damage).
War hound hits Aless for 89 physical damage.
Bleeding from Glorarin the king cobra hits Aless for 40 physical damage.
Thorn Grab from Glorarin the king cobra hits Aless for 11 nature damage.
War hound cover of leaves falls apart.
Isolrawyn the shadowblade uses Steady Shot.
Isolrawyn the shadowblade's Steady Shot hits Aless for 73 physical damage.
War hound hits Aless for 90 physical damage.
Melee retaliation hits War hound for 1 cold, 15 light (17 total damage).
Aless the level 20 dwarf anorithil was maimed to death by a war hound on level 1 of The Maze.



























































































