











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! 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:
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 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. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 33 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 23 (base 10) |
| Constitution | 37 (base 14) |
| Magic | 8 (base 10) |
| Willpower | 86 (base 60) |
| Cunning | 44 (base 17) |
Resources
| Life | 1761/1761 |
| Stamina | 396/396 |
| Equilibrium | 60 |
| Healing Factor | 1.3541015905905 |
| Regeneration | 55.52288337408 |
Speed
| Mental | +5.96386969525% |
| Attack | +5.96386969525% |
| Movement | +31.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 53 |
| Crit Chance | 28% |
| APR | 18 |
| Speed | 0.94 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.3333333333333 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 29% |
| Speed | 0.94371789448232 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Physical | +32% |
| Cold | +29% |
| All | 0% |
| Lightning | +26% |
| Light | +9% |
| Mind | +9% |
| Darkness | +23% |
| Fire | +20% |
| Nature | +48% |
Offense: Damage Penetration
| Acid | +40% |
| Blight | +30% |
| Physical | +30% |
| Cold | +30% |
| Darkness | +30% |
| Light | +10% |
| Lightning | +30% |
| Mind | +25% |
| Fire | +40% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 65.449597502547 (72.903125182002%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 17 |
| Physical Save | 40 |
| Spell Save | 45 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 55%( 70%) |
| All | + 14%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 10% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| 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 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Icy Skin |
| talent | Antimagic Shield |
Quests
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
Escort the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell) | active |
You failed to protect the lost sun paladin from death by Salita the barrow wight. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * You've found the needed vampire lord fang. 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 pouch of faeros ash. * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 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 | Falasta the pair of voratun boots (10 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +10 (+4 eff.) Fatigue -5% Resists +6% lightning +9% temporal Mind.save +18 (+6 eff.) Max.HP +47.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Alelin the Prismstoker1.0 T5 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning +9% cold +9% light Res.pen +10% light Melee Ret 4 light ----- def ----- Resists +10% blight +15% light HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Poliriawyn (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun dps ---------- Phys.crit +5.0% Mind.pwr +3 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +5% Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | voratun ring 'Nightwalker'0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% mind Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +3% lightning Max.HP +46.00 HP.reg +13.00 Heal.mod +15% Rings make your fingers look great! |
| On fingers | Armylarek the Tidefame0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% acid Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +10 (+4 eff.) Resists +6% acid +15% cold ---------- misc Equi/ret +0.20 Max.psi +20.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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! |
| Around neck | Artherach0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +12 Dex +5 Cun +10 Con dps ---------- Crit.mult +10.00% Mov.spd +10% Dmg.mod +12% physical Res.pen +10% mind ----- def ----- Fatigue -7% Die.at -40.00 life HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | voratun waraxe 'Searwilter' (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 62% While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +12% acid +10% lightning +25% fire +10% cold +7% all Crit.chn- 15.00% Spell.save +11 (+3 eff.) Disease- +20% Confus- +10% One-handed war axes. |
| Around waist | hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) A belt that goes around your waist. |
| In off hand | Aircast the voratun shield (0 def, 10 armour, 66-79 power, 247.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +248 Phasing +30% On Hit.r1 +20 lightning While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +10 Fatigue +8% Resists +9% mind Max.HP +96.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Veladhenor (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% mind Apr +1 ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% blight +15% cold +12% mind ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 47.10 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
heroism infusion of the warrior (die at -633; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -633 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 633 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 658%; cd 15)0.1 infusion scroll [Ego] 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 increase movement speed by 658% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (494.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 494.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
protective gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +7 (+3 eff.) Res.Cap +3% all Phys.save +16 (+5 eff.) Amulets make your neck look great! |
Ce'Natira the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Melee Ret 8 acid ----- def ----- Crit.chn- 15.00% Spell.save +9 (+3 eff.) Heal.mod +15% Confus- +20% Pinning- +20% Amulets make your neck look great! |
copper ring 'Strikequell'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +20% lightning +6% cold Rings make your fingers look great! |
savior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Aerobrethra the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% fire +5% arcane +12% nature Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Rings make your fingers look great! |
infernal elven-wood starstaff of fate (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +23.00% Spell.pwr +16 (+5 eff.) Melee+ 21 fire Dmg.mod +25% physical ----- def ----- Phys.save +5 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
chilling dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 cold Blunt and deadly. |
flaming iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. |
voratun waraxe 'Murkbringer' (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 mind On Hit: * 20% chance to slow global speed by 62% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +6% mind Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 62% One-handed war axes. |
reinforced stralite shield of patience (0 def, 17 armour, 52-63 power, 190 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 52.5 - 63.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +190 While equipped: ----- def ----- Armour +17 Fatigue +8% Resists +13% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (192) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Silossra the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +13% acid +9% physical +15% light +8% fire +8% cold ----- def ----- Resists +15% acid +10% physical +13% darkness +22% light +12% fire +11% cold +12% mind +11% all Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+7 eff.) ---------- misc Light +3 Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +10% all ----- def ----- Resists +13% all ---------- misc Mana/turn +0.18 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +9% acid +5% physical +6% fire +5% lightning +8% cold HP.reg +4.30 Disarm- +26% Stun/Frz- +27% Knockbk- +21% ---------- misc Stam/turn +0.80 Cooldown Rush -5 A suit of armour made of metal plates. |
rough leather belt 'Curespike'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +15% nature On Hit (Melee): * 10% chance to slow global speed by 62% * 20% chance to reduce armor by 7% ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Cyriba (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +4% physical Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Armayakath' (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Phys.pwr +15 (+4 eff.) ----- def ----- Armour +8 Resists +6% acid +1% physical +7% cold +10% fire +7% lightning ---------- misc Infravis +2 A pair of boots made of leather. |
Arotha (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +3 Fatigue +2% Resists +1% physical HP.reg +3.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmlord (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +6% fire On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +3 Fatigue -3% Resists +6% blight Phys.save +7 (+2 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 3 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Koryzilagen (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +10% fire Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
brass lantern 'Dourbane'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +3% darkness ----- def ----- Resists +3% mind Cut- +20% Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
brass lantern 'Hatharomichik'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Melee Ret 2 mind ----- def ----- Mind.save +6 (+2 eff.) Max.HP +44.00 ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
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. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% 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. |
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. |
Xanariabeth the yew totem of thorny skin [power 41] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +15 (+4 eff.) ----- def ----- Resists +3% fire +6% mind +3% temporal Die.at -80.00 life Stun/Frz- +10% Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Abatto the Dwarf Wyrmic level 24
13rd Iron 123rd year of Ascendancy at 22:03 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Abatto the Dwarf Wyrmic level 24
17th Shortage 122nd year of Ascendancy at 18:40 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Abatto the Dwarf Wyrmic level 25
8th Steel 123rd year of Ascendancy at 18:06 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Abatto the Dwarf Wyrmic level 16
35th Profit 122nd year of Ascendancy at 14:20 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Abatto the Dwarf Wyrmic level 20
3rd Dearth 122nd year of Ascendancy at 01:04 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abatto the Dwarf Wyrmic level 29
25th Gold 123rd year of Ascendancy at 14:50 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Abatto the Dwarf Wyrmic level 21
25th Dearth 122nd year of Ascendancy at 01:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Abatto the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 17:49 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Abatto the Dwarf Wyrmic level 20
2nd Dearth 122nd year of Ascendancy at 12:54 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Abatto the Dwarf Wyrmic level 30
7th Stralite 123rd year of Ascendancy at 18:00 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Abatto the Dwarf Wyrmic level 24
17th Loss 122nd year of Ascendancy at 05:10 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Abatto the Dwarf Wyrmic level 30
14th Stralite 123rd year of Ascendancy at 15:04 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Abatto the Dwarf Wyrmic level 22
35th Dearth 122nd year of Ascendancy at 06:50 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Abatto the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 14:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Abatto the Dwarf Wyrmic level 13
6th Profit 122nd year of Ascendancy at 20:39 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Abatto the Dwarf Wyrmic level 24
18th Shortage 122nd year of Ascendancy at 02:50 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Abatto the Dwarf Wyrmic level 24
17th Shortage 122nd year of Ascendancy at 10:37 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Abatto the Dwarf Wyrmic level 24
40th Dearth 122nd year of Ascendancy at 17:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Abatto the Dwarf Wyrmic level 17
3rd Wealth 122nd year of Ascendancy at 00:00 see stats
Log
Ran for 28 turns (stop reason: at exit).
You gain 4.05 gold from the transmogrification of shattering dwarven-steel pickaxe (dig speed 17 turns).
You gain 4.42 gold from the transmogrification of scorching alchemist's lamp of clarity.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 16.00 gold from the transmogrification of ruby.
You gain 16.00 gold from the transmogrification of turquoise.
You gain 2.00 gold from the transmogrification of stabilizing dwarven-steel helm of absorption (0 def, 4 armour).
You gain 6.02 gold from the transmogrification of warlord's hardened leather cap of constitution (+4) (0 def, 3 armour).
You gain 2.06 gold from the transmogrification of grounding hardened leather cap of absorption (0 def, 3 armour).
You gain 4.32 gold from the transmogrification of champion's hardened leather cap of dexterity (+3) (0 def, 3 armour).
You gain 18.62 gold from the transmogrification of Zubetta (30 def, 11 armour).
You gain 3.68 gold from the transmogrification of alchemist's hardened leather gloves (0 def, 2 armour).
You gain 6.94 gold from the transmogrification of spiritwalker's hardened leather belt of the giants.
You gain 8.11 gold from the transmogrification of dispeller's woollen robe of alchemy (0 def, 0 armour).
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 5.49 gold from the transmogrification of flaming stralite dagger of evisceration (31-40 power, 9 apr).
You gain 25.00 gold from the transmogrification of Khelanik (17-22 power, 7 apr).
You gain 19.11 gold from the transmogrification of Ebonyhash the steel waraxe (12-18 power, 3 apr).
You gain 3.24 gold from the transmogrification of dwarven-steel longsword of crippling (22-30 power, 4 apr).
You gain 5.00 gold from the transmogrification of Stormfront (30-45 power, 15 apr).
You gain 7.17 gold from the transmogrification of blighted yew starstaff of protection (20-24 power, 4 apr, darkness element).
You gain 3.51 gold from the transmogrification of warrior's gold amulet of constitution (+5).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 21; blocks 3; dur 4; cd 13).
You gain 1.23 gold from the transmogrification of healing infusion of the wizard (heal 95; cd 15).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.












































































































