Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
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: 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 | Normal Adventure |
| Sex | Male |
| Race | Dragon |
| Class | Fire Drake |
| Level / Exp | 19 / 74% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 30th Dusk 122nd year of Ascendancy at 00:44 0 / 6Killed by snow giant boulder thrower at level 17 on the 53rd Dusk 122nd year of Ascendancy at 17:38 Killed by Silassra the snow giant chieftain at level 17 on the 53rd Dusk 122nd year of Ascendancy at 18:54 Killed by snow giant boulder thrower at level 18 on the 54th Dusk 122nd year of Ascendancy at 07:58 Killed by Cyroyaba the vampire lord at level 19 on the 31st Haze 122nd year of Ascendancy at 21:13 Killed by Celia at level 19 on the 32nd Haze 122nd year of Ascendancy at 00:01 |
Primary Stats
| Strength | 48 (base 42) |
| Dexterity | 35 (base 36) |
| Constitution | 48 (base 41) |
| Magic | 34 (base 32) |
| Willpower | 49 (base 43) |
| Cunning | 37 (base 39) |
Resources
| Life | -251/1024 |
| Fury | 96/96 |
| Stamina | 262/262 |
| Equilibrium | 39 |
| Healing Factor | 1.3878383355186 |
| Regeneration | 18.805209446278 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 27 |
| Accuracy | 40 |
| Crit Chance | 18% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Darkness | +11% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +45% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 42 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Fire | + 51%(100%) |
| Mind | + 22%( 70%) |
| Blight | + 25%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 20%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 35% |
| Pinning Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Mighty Wings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Heatstroke | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Snarling Beast | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Fiery Breath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Savaging Claws | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-heart / Natural Combat | 1.00 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-heart / Dragon Scales | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Dragon Army | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Ego / Dragon | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Dragon Brood | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| beneficial effect | You have River's Fury in your mouth: ClaspingT1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold This item can be clasped. Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.80 cold damage and 8.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. |
Quests
You found a strange tome stitched with dragonhide and fire dragon scales. It eminates a vivid warmth... A Tale of DragonsAfter a rather clumsy encounter with the disembodied dragon, you learned she knows the secrets of a dragon's power. However, judging from her tone and choice of words, it seems she is only really going to teach you how to raise drakelings better... You've agreed to be taught, and now she is insisting that you diligently read her works... Welp, get to that! You have completed Enghryza's beginner exam. You are on the way to greatness! You have completed Enghryza's advanced exam. It feels like you know so much already! You have completed Enghryza's expert exam and graduated from her school! There is little you don't know about Dragoneering now! You devoured the Tome of Dragoneering... What now?! Enghryza is now living and breathing-- In one form or another... | active |
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. | active |
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. | active |
You failed to protect the injured seer from death by cutpurse. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Luck by +5. | done |
You failed to protect the temporal explorer from death by Earakath. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Wildness by +5. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their (rather "busy") Queen. * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * Legends tell of a dungeon with no end. However, the entrance is sealed... Could a powerful artifact lie within...? * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - You are running out of options, and Dreadfell is looking more and more like a candidate... | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: The Dragons WithinWith that said, you have become a Fire Drake. What could this possibly mean...? *** The "Dragoneer" - You received a strange red book stitched with dragon's scales. It eminates an incredibly intense aura of fiery power... - Parting the book, you discovered the spirit of a dragon named "Enghryza" is trapped within. Though she is haughty towards you, she seems desperate to pass on the secret art of "Dragoneering" and INSISTS upon teaching it to you. Most disturbingly, she seems to know more about you than she lets on... - One of the pages mentioned the possibility of "tearing out" suppressed memories and "placing them within" drakelings when they are created. It seems those 3 drakelings you created earlier on hold the answers to your past! - You have brought Enghryza back to life-- However, she may not have been too grateful about you doing so without her permission... *** Family Little incarnations of yourself? You have produced "children" which speak and behave with an air of familiarity towards your past. Keep on listening... * Huuloc: The haughty and foolhardy This one speaks with an air of majesty and pride. You sense that it represents someone who was proud to you. What could this mean? - He speaks much about being your equal-- Though, it seems he does not understand his own size... * Isovau: The wise and prudent This one speaks with nothing but wisdom and prudence. There might be something to this-- Someone who, perhaps, provided you with great consol? - She is having strange dreams. She insists that, one day, you might suddenly die-- But isn't at all certain. - Now she believes it will truly be her that kills you-- Not intentionally, but due to some sort of carelessness... - Isovau has perished; this part of your past is lost. * Drenng: The temperamental and brave This one speaks with great fury and ferocity. Why is this one so angry always? Were you or someone else angry in the past? - He is greatly frustrated by being your underling. He insists that, one day, he will outdo you. - For some reason, he has become extremely cowardly and fearful. He keeps mentioning something about a "trap"... - Drenng has perished; this part of your past is lost. | active |
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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 14. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | cleansing elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| In mouth | River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold This item can be clasped. Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.80 cold damage and 8.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
| Light source | Galobers the Pyrebraid2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% mind defense ------ Resistance +12% mind +9% fire Physical save +6 (+2 eff.) Healmod +12% other ------- 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. |
| Cloak | Yvelrabeth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +1 Cun offense ------ Mind Crit +2% Ignore resists +10% mind defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Decoration slot | Heatweeper the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% mind When Hit 4 cold 4 mind 6 fire defense ------ Life +23.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
| Decoration slot | savior's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
| Decoration slot | savage's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Con offense ------ On-Hit 10 light On-Ranged-Hit 12 light Damage +11% light defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| Decoration slot | Yvobeth the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con defense ------ Armor +8 Defense +10 (+4 eff.) Resistance +6% lightning Crit Resistance 5.00% Physical save +6 (+2 eff.) Unlife -40.00 life Life +20.00 Rings make your fingers look great! |
| Decoration slot | mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +23 Rings make your fingers look great! |
| Decoration slot | steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
Inventory
Salavea the yew starstaff (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+4 eff.) Damage +15% mind +20% blight defense ------ Physical save +8 (+2 eff.) Spell save +10 (+4 eff.) Mind save +7 (+3 eff.) other ------- Mana/turn +0.29 Hate-on-crit +2.00 Max mana +102.00 Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew magestaff (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +20% arcane defense ------ Resistance +7% darkness +8% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +14% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel longsword of phasing (114% power, 8 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% Ignore Shields +11% Sharp, long, and deadly. |
arcing steel waraxe of corruption (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 55 damage One-handed war axes. |
dwarven-steel waraxe of phasing (119% power, 9 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +4.5% Attack Speed 100% Ignore Shields +12% One-handed war axes. |
chilling dwarven-steel dagger of massacre (128% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 128% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
warbringer's dwarven-steel dagger of vileness (123% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 123% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 18 While equipped: Stats +2 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +8% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
nature's thorny mindstar of resolve (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +5% nature defense ------ Resistance +3% blight Spell save +4 (+2 eff.) Disease Resist +12% other ------- 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. |
penetrating dwarven-steel steamgun of acid4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 acid Uses 2.0 Steam While equipped: offense ------ Damage +8% acid Ignore resists +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 cold Uses 2.0 Steam While equipped: offense ------ Physical Crit +1.0% Damage +8% cold Accuracy +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of life draining4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 draining blight Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of steel shots of corruption (11/16, 131% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 131% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On Hit: 20% Curse of Vulnerability 2 Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots (16/18, 124% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +9 lightning On-crit, radius 2 +6 lightning Shots are used with slings to pummel your foes to death. |
storming pouch of dwarven-steel shots of accuracy (14/20, 141% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +11 lightning On-crit, radius 2 +6 lightning Shots are used with slings to pummel your foes to death. |
reinforced steel shield (0 def, 6 armour, 63.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
exposing dwarven-steel shield (0 def, 6 armour, 80 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 23 When Hit: * 14% chance to reduce all saves and defense by 23 defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
dreamer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +11% mind +9% all Physical save +12 (+4 eff.) Spell save +11 (+4 eff.) Mind save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of time (+16%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +16% temporal defense ------ Resistance +11% all +16% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% acid +11% light +11% darkness A suit of armour made of leather. |
hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +5% physical Physical save +13 (+4 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +17% lightning Life Regen +3.80 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% mind Mind save +10 (+4 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +12% blight +10% darkness other ------- Light +1 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training [Ego] Arcane/Nature While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +17% temporal Life Regen +2.90 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
impenetrable voratun mail armour (5 def, 26 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +26 Defense +5 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Con +6 Lck defense ------ Armor +1 Stealth +6 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 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. A pair of boots made of leather. |
blighted hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 8 blight Damage +5% blight defense ------ Armor +2 Resistance +6% blight Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 fire Damage +5% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature While equipped: offense ------ On-Hit 7 physical Damage +5% physical defense ------ Armor +8 Fatigue +3% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
52 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Earakath the Dragon Fire Drake level 19
28th Haze 122nd year of Ascendancy at 18:24 see stats
Exterminator
Killed 1000 creatures.By Earakath the Dragon Fire Drake level 19
3rd Haze 122nd year of Ascendancy at 17:24 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Earakath the Dragon Fire Drake level 15
30th Dusk 122nd year of Ascendancy at 08:14 see stats
Level 10
Got a character to level 10.By Earakath the Dragon Fire Drake level 10
3rd Summertide 122nd year of Ascendancy at 15:08 see stats
Size matters
Did over 600 damage in one attack.By Earakath the Dragon Fire Drake level 19
3rd Haze 122nd year of Ascendancy at 20:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Earakath the Dragon Fire Drake level 16
52nd Dusk 122nd year of Ascendancy at 19:07 see stats
Log
Earakath loses sight!
Bane of Blindness from Celia hits Earakath for 48 darkness damage.
Bane of Blindness from Celia hits Earakath for 75 cold damage.
Earakath breathes dragonfire!
Earakath is looking fierce!
You hear all the doors being shattered into pieces.
Quest 'And now for a grave' status updated! (Press 'j' to see the quest log)
Earakath hits Something for (88 absorbed), 44 fire (44 total damage).
Earakath hits Something for 131 fire damage.
Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Something hits Earakath for 58 cold damage.
Bane of Blindness from Celia hits Earakath for 88 cold damage.
Earakath uses Fire Claw.
Earakath is invigorated.
Huuloc tolerates this moment with you...
Earakath receives 67 fire nurturing from Melee retaliation.
Earakath receives 36 fire nurturing from Melee retaliation.
Earakath hits Something for 251 fire nurturing, 10 light (10 total damage) [543 healing].
Earakath hits Something for 177 fire nurturing, 13 light (13 total damage) [543 healing].
Something hits Something for 115 cold damage.
Something hits Earakath for 96 cold damage.
Something misses Earakath.
Earakath feels death coming!
Something hits Earakath for 474 cold, 474 cold (949 total damage).
Earakath the level 19 dragon fire drake was frozen to death by Celia on level 2 of Last Hope Graveyard.





















































