












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 24 / 24% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter at level 5 on the 2nd Acquisition 122nd year of Ascendancy at 20:38 1 / 5Killed by Desirma the thalore at level 14 on the 24th Dearth 122nd year of Ascendancy at 22:51 Killed by Grand Corruptor at level 23 on the 14th Gold 123rd year of Ascendancy at 00:39 Killed by Grand Corruptor at level 23 on the 14th Gold 123rd year of Ascendancy at 09:53 Killed by dredgling at level 24 on the 4th Voratun 123rd year of Ascendancy at 22:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 51) |
| Dexterity | 29 (base 17) |
| Constitution | 46 (base 43) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 920/920 |
| Stamina | 176/176 |
| Healing Factor | 1.3567804250994 |
| Regeneration | 13.659450666464 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Mind | +23% |
| Arcane | +9% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 62.292304923968 (87.807182003187%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 30 |
| Physical Save | 48 |
| Spell Save | 40 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 30%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 25%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 48%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Stun Resistance | 38% |
| Disarm Resistance | 22% |
| Poison Resistance | 30% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% 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 Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blastblack (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +12% lightning +9% nature +3% mind Poison- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Gloratira' (7 def, 12 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +10% mind ----- def ----- Armour +12 Defense +7 (+4 eff.) Fatigue +5% Resists +3% all Phys.save +9 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Infravis +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 234.2 Physical damage. If the attack hits, the target is confused (34% 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. |
| On hands | Lisatira the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +13 (+7 eff.) Heal.mod +10% Disarm- +22% Stun/Frz- +10% Knockbk- +20% ---------- misc Equi/ret +0.16 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. |
| Tool | steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+4 eff.) HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
| On fingers | Blastclash0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +23% mind +9% cold Res.pen +25% lightning ----- def ----- Resists +29% mind Rings make your fingers look great! |
| Around neck | starlit gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% light +16% darkness Blind- +25% Amulets make your neck look great! |
| In main hand | Nature's Vengeance (150% power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +4% all Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| Around waist | Prismwill the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% light Spell.save +6 (+2 eff.) ---------- misc Infravis +1 See.Invis +6 Size +1 A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of mind resistance (+10%) (0 def, 6 armour, 138% power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Glebeth the Lightmortal (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Melee Ret 2 light ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% darkness +15% cold Spell.save +6 (+2 eff.) Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gyth the Spidermonster (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% nature +9% arcane ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +7% cold +6% nature +5% arcane HP.reg +4.40 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of mail. |
Inventory
healing infusion (heal 49; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 144 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Zanumadar the Strikestreaker0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% temporal Melee Ret 10 lightning ----- def ----- Resists +6% nature +12% temporal Crit.chn- 15.00% Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +50.00 Rings make your fingers look great! |
marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Max.HP +28.00 Disarm- +25% Pinning- +22% Knockbk- +26% Rings make your fingers look great! |
Tidekiller (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 cold On Crit.r2 +20 cold On Hit: * 16 arcane resource burn While equipped: Stats +3 Con dps ---------- Dmg.mod +6% cold ----- def ----- Resists +9% cold ---------- misc Infravis +3 Massive two-handed battleaxes. |
dwarven-steel dagger of evisceration (119% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Sharp, short and deadly. |
truestriking steel dagger (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 108% 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% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+3 eff.) Apr +6 Sharp, short and deadly. |
Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
swiftstrike hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short yew starstaff of illumination (120% power, 4 apr, temporal element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +11 (+3 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +20% temporal Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 38.77 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. |
yew magestaff of might (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of channeling (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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 +20 (+5 eff.) Dmg.mod +20% blight ---------- misc Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Viperpain the dwarven-steel waraxe (122% power, 5 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Hit: * 24% chance to reduce all saves and defense by 12 While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Phys.save +9 (+3 eff.) One-handed war axes. |
hardened leather belt 'Belogalar'1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Apr +3 ----- def ----- Resists +6% darkness Mind.save +7 (+4 eff.) Die.at -80.00 life Confus- +20% ---------- misc Max.mana +60.00 Max.vim +10.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
pair of hardened leather boots of evasion (7 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +7 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +6 Fatigue +3% Resists +8% blight Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +48.00 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. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +2.30 A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +7% nature +8% blight A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of the depths (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +8% cold ---------- misc Infravis +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +5% acid +7% cold +13% nature +11% blight ---------- misc Breathe water A suit of armour made of mail. |
Gata the Oozepierce (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% nature Res.pen +15% light +5% physical Acc +15 (+5 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +3% physical HP.reg +4.20 ---------- misc Stam/turn +1.30 A suit of armour made of metal plates. |
Tideseam the quiver of yew arrows (18/18, 139% power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +44 fire On Hit.r1 +12 fire +20 cold On Crit.r2 +8 cold +12 fire Arrows are used with bows to pierce your foes to death. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Shadowoozer (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Wil dps ---------- Dmg.mod +5% nature +3% mind On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots (18/18, 142% power, 3 apr)3.0 T3 shot ammo [Normal] Power 143% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
ash wand of lightning storm 'Rotblow' [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +9% lightning +6% fire +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of lightning storm [power 266] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Aldem the Dwarf Bulwark level 21
23rd Steel 123rd year of Ascendancy at 19:29 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aldem the Dwarf Bulwark level 15
33rd Dearth 122nd year of Ascendancy at 18:07 see stats
Exterminator
Killed 1000 creatures.By Aldem the Dwarf Bulwark level 19
12nd Shortage 122nd year of Ascendancy at 00:25 see stats
Level 10
Got a character to level 10.By Aldem the Dwarf Bulwark level 10
17th Profit 122nd year of Ascendancy at 19:33 see stats
Level 20
Got a character to level 20.By Aldem the Dwarf Bulwark level 20
12nd Shortage 122nd year of Ascendancy at 18:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aldem the Dwarf Bulwark level 21
1st Iron 123rd year of Ascendancy at 11:43 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Aldem the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 15:52 see stats
The Arena
Unlocked Arena mode.By Aldem the Dwarf Bulwark level 13
37th Profit 122nd year of Ascendancy at 04:56 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aldem the Dwarf Bulwark level 23
31st Stralite 123rd year of Ascendancy at 10:29 see stats
The secret city
Discovered the truth about mages.By Aldem the Dwarf Bulwark level 18
8th Loss 122nd year of Ascendancy at 15:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aldem the Dwarf Bulwark level 23
30th Stralite 123rd year of Ascendancy at 11:16 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aldem the Dwarf Bulwark level 18
8th Loss 122nd year of Ascendancy at 07:26 see stats
Log
Veluthra the rogue resists!
Veluthra the rogue's aether beam hits Aldem for 17 arcane damage.
Veluthra the rogue's aether beam hits Veluthra the rogue for (68 to time), 0 arcane (0 total damage).
Belykira the gwelgoroth shoots!
The fabric of time around Veluthra the rogue stabilizes to normal.
The powerful time-altering energies generate a restoration field on Veluthra the rogue.
Veluthra the rogue resists!
Veluthra the rogue's aether beam hits Aldem for 17 arcane damage.
Veluthra the rogue's aether beam hits Veluthra the rogue for (12 to time), 56 arcane (56 total damage).
Aldem has temporarily forgotten Repulsion for 3 turns!
Belykira the gwelgoroth's Shoot hits Aldem for 12 physical damage.
Dredgling casts Dust to Dust.
Dredgling hits Veluthra the rogue for 69 temporal, 69 physical (138 total damage).
Dredgling hits Aldem for 60 temporal damage.
Aldem the level 24 dwarf bulwark was temporally distorted to death by a dredgling on level 1 of Ruined Dungeon.
---------- Turn 7 ----------
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dredgling killed Aldem!
Saving game...
Saving done.
Talent Resilience of the Dwarves is ready to use.
Talent Repulsion is ready to use.
---------- Turn 8 ----------
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.





















































































