











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: 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: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 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: 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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 | Infinite |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 26 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Nosrgo the Bringer of Doom at level 6 on the 22nd Voratun 122nd year of Ascendancy at 18:16 / 25Killed by Nosrgo the Bringer of Doom at level 6 on the 22nd Voratun 122nd year of Ascendancy at 19:53 Killed by broken golem at level 8 on the 26th Voratun 122nd year of Ascendancy at 09:26 Killed by bone giant at level 9 on the 26th Voratun 122nd year of Ascendancy at 12:21 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 10:20 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 11:51 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 13:13 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 14:42 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 16:39 Killed by ultimate shivgoroth at level 10 on the 27th Voratun 122nd year of Ascendancy at 18:00 Killed by Liselaith the black ooze at level 13 on the 2nd Profit 122nd year of Ascendancy at 22:12 Killed by xorn at level 13 on the 3rd Profit 122nd year of Ascendancy at 18:18 Killed by Yaor the onilug at level 14 on the 9th Profit 122nd year of Ascendancy at 17:40 Killed by minotaur at level 14 on the 10th Profit 122nd year of Ascendancy at 03:15 Killed by faerlhing at level 16 on the 12nd Profit 122nd year of Ascendancy at 13:19 Killed by faerlhing at level 16 on the 12nd Profit 122nd year of Ascendancy at 14:14 Killed by ultimate telugoroth at level 17 on the 13rd Profit 122nd year of Ascendancy at 23:36 Killed by Vorirawyn the storm drake hatchling at level 17 on the 17th Profit 122nd year of Ascendancy at 21:56 Killed by faerlhing at level 21 on the 28th Profit 122nd year of Ascendancy at 03:40 Killed by blade horror at level 21 on the 28th Profit 122nd year of Ascendancy at 15:35 Killed by gwelgoroth at level 21 on the 28th Profit 122nd year of Ascendancy at 19:09 Killed by xorn at level 22 on the 28th Profit 122nd year of Ascendancy at 21:56 Killed by Beloma the black mamba at level 25 on the 36th Profit 122nd year of Ascendancy at 20:00 Killed by Salona the vampire at level 25 on the 37th Profit 122nd year of Ascendancy at 07:27 Killed by Salymina the skeleton mage at level 26 on the 39th Profit 122nd year of Ascendancy at 01:33 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 21 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 31 (base 33) |
| Willpower | 44 (base 35) |
| Cunning | 30 (base 28) |
Resources
| Mana | 420/420 |
| Equilibrium | 15 |
| Vim | 190/190 |
| Life | 732/732 |
| Stamina | 258/258 |
| Steam | 80/100 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 2.353570024369 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 11 |
| See Stealth | 20 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 31 |
| Crit Chance | 36% |
| APR | 30 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +9% |
| Blight | +4% |
| Physical | +6% |
| Darkness | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.904260213839 (65.897138898113%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Acid | -1%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 12%( 70%) |
| Fire | + 6%( 70%) |
| Lightning | + 34%( 70%) |
Defense: Immunities
| Disarm Resistance | 78% |
| Teleport Resistance | 100% |
| Stun Resistance | 61% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Eldritch stone | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| talent | Stone Vines |
| talent | Abyssal Shield |
| talent | Precise Strikes |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
Quests
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (116)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 13): Near SightedYou completed the challenge and received: Random Artifact: Phlegmoblivion (20-30 power, 12 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 242 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (242)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): Exterminator | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 18): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: Random Artifact: Blindtyphoon of stinging [power 284] (15 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: Random Artifact: Plagueblow (22-33 power, 0 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 5): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +6 Dex ----- def ----- Armour +3 Phys.save +9 (+4 eff.) Stealth +6 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +48.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Islovea (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Str +3 Dex +6 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +11 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
| Tool | Blindtyphoon of stinging [power 284] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Melee Ret 2 light ----- def ----- Resists +12% light +6% fire ---------- misc Light +1 Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 57. 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wretchstrider the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +10% nature +15% arcane Melee Ret 2 acid ----- def ----- Resists +22% darkness +9% acid Rings make your fingers look great! |
| On fingers | mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% Max.HP +26.00 Disarm- +28% Pinning- +20% Knockbk- +24% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around waist | rough leather belt of resilience 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Fatigue -12% Max.HP +30.00 ---------- misc Max.enc +30 A belt that goes around your waist. |
| In main hand | chilling stralite battleaxe of phasing (43-64 power, 27 apr) 3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +19.5% Atk.spd 100% Phasing +17% Melee+ +7 cold Massive two-handed battleaxes. |
| On hands | Mayitta (5 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 7 blight Dmg.mod +4% blight +6% physical Apr +3 ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +7% blight +1% physical HP.reg +2.00 Disarm- +70% ---------- misc Stam/turn +1.50 Max.stam +33.00 Talents +2 Iron Grip 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. |
| Main armor | dwarven-steel mail armour of implacability (3 def, 26 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +26 Defense +3 (+2 eff.) Fatigue +8% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
| Cloak | thick cashmere cloak of protection (2 def, 8 armour) 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +24% lightning +12% cold Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
Ce'Nyyawe the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +2 Wil +3 Cun ----- def ----- Resists +6% acid ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
Alorin0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +10% acid ----- def ----- Defense +5 (+3 eff.) Resists +20% acid Crit.chn- 15.00% ---------- misc See.Invis +9 Rings make your fingers look great! |
gold ring of arcana (+0.12/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +31% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +8 ----- def ----- Defense +7 (+4 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 4 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 143% 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! |
shimmering ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane 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% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's steel battleaxe of erosion (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature/Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
dwarven-steel longsword 'Radiancequell' (36-50 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Crit.r2 +16 physical While equipped: dps ---------- Mind.crit +1% Melee Ret 8 mind ----- def ----- Defense +10 (+6 eff.) ---------- misc Light +1 Sharp, long, and deadly. |
arcing stralite longsword of vileness (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 16 * 25% chance for lightning to strike from the target to a second target dealing 47 damage Sharp, long, and deadly. |
dwarven-steel mace 'Chamatovon' (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +9% temporal Res.pen +8% physical Acc +8 (+4 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Defense +7 (+4 eff.) Resists +6% blight Disarm- +46% Blunt and deadly. |
dwarven-steel mace of erosion (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature Blunt and deadly. |
acidic dwarven-steel dagger of massacre (24-32 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Sharp, short and deadly. |
dwarven-steel dagger of rage (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +10 (+5 eff.) Sharp, short and deadly. |
nature's thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +3% blight Max.HP +23.00 HP.reg +0.80 Disease- +13% ---------- 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. |
thorny mindstar of balance (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.90 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. |
corrosive dwarven-steel steamsaw (20-29 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- On Melee Ret: * 10% chance to reduce armor by 26% ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +13% acid ---------- misc Talents +2 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! |
Velorin the Smearire4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- Dmg.mod +3% nature Res.pen +15% nature ----- def ----- Resists +12% blight Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +9 Wil ----- def ----- Max.HP +33.00 Longbows are used to shoot arrows at your foes. |
windwalling steel shield of the stars (0 def, 4 armour, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +1 Wil +2 Cun dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% physical +11% light +12% darkness Shield.near.proj +30 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+7 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +19% acid HP.reg +2.40 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +31.00 HP.reg +6.40 Heal.mod +12% ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rejuvenating steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.40 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 140 damage and damages attackers striking the wearer for 18 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +16.00 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. |
bladed hardened leather hat of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- 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 89.3 Physical damage. If the attack hits, the target is confused (31% 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 hat made of leather. Very stylish. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
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. |
4 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 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
7 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. |
7 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. |
3 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. |
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. |
3 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
piercing yew wand of conjuration [power 275] (15 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 302 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Deep in rock is where we go! the Dwarf Adventurer level 4
19th Voratun 122nd year of Ascendancy at 20:10 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Deep in rock is where we go! the Dwarf Adventurer level 6
22nd Voratun 122nd year of Ascendancy at 21:07 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Deep in rock is where we go! the Dwarf Adventurer level 23
30th Profit 122nd year of Ascendancy at 03:20 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By Deep in rock is where we go! the Dwarf Adventurer level 13
5th Profit 122nd year of Ascendancy at 11:31 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By Deep in rock is where we go! the Dwarf Adventurer level 24
33rd Profit 122nd year of Ascendancy at 14:03 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Deep in rock is where we go! the Dwarf Adventurer level 10
26th Voratun 122nd year of Ascendancy at 21:54 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Deep in rock is where we go! the Dwarf Adventurer level 20
26th Profit 122nd year of Ascendancy at 18:14 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Deep in rock is where we go! the Dwarf Adventurer level 9
26th Voratun 122nd year of Ascendancy at 10:29 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Deep in rock is where we go! the Dwarf Adventurer level 22
29th Profit 122nd year of Ascendancy at 05:42 see stats
Log
Talent Iron Grip is ready to use.
Deep in rock is where we go! starts regenerating health quickly.
Talent Rush is ready to use.
Deep in rock is where we go! stops regenerating health quickly.
Talent Resilience of the Dwarves is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Deep in rock is where we go! deactivates Stone Vines.
Deep in rock is where we go! activates Stone Vines.
Deep in rock is where we go! deactivates Abyssal Shield.
Deep in rock is where we go! activates Abyssal Shield.
Deep in rock is where we go! deactivates Precise Strikes.
Deep in rock is where we go! activates Precise Strikes.
Deep in rock is where we go! deactivates Berserker Rage.
Deep in rock is where we go! activates Berserker Rage.
EUREKA!
Learnt new tinker schematic: Mental Stimulator
Resting starts...
Talent Blinding Speed is ready to use.
Rested for 55 turns (stop reason: all resources and life at maximum).
Deep in rock is where we go! uses Create Tinker.
Created tinker: stralite grounding strap
You detach perfect waterproof coating from your thick cashmere cloak of protection (2 def, 8 armour).
You attach stralite grounding strap to your thick cashmere cloak of protection (2 def, 8 armour) .
You collect a new ingredient: lump of voratun (1).
You gain 0.05 gold from the melting of perfect waterproof coating.













































































































