
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official 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:
FlexSpec Respec Limitation Relaxer 1.5.5Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 13 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 8 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 36 (base 38) |
| Willpower | 33 (base 28) |
| Cunning | 10 (base 10) |
Resources
| Life | 497/497 |
| Mana | 237/237 |
| Equilibrium | 46 |
| Healing Factor | 1.2372895330003 |
| Regeneration | 0.30932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 40 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 40 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Lightning | +3% |
| Cold | +6% |
| Darkness | +6% |
| Blight | +9% |
| Arcane | +3% |
| Fire | +6% |
| Nature | +11% |
Offense: Damage Penetration
| Lightning | +5% |
| Blight | +5% |
| Darkness | +10% |
| Mind | +20% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 49.413408721348 (65.897138898113%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 22 |
| Spell Save | 26 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Poison Resistance | 11% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 3 turns. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Infusion |
| talent | Stone Vines |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 185/185 damage before it crumbles. Damage Shield |
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 |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
Equipment
| On feet | Vorewe the Healquill (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +2% Resists +3% nature +3% physical ---------- 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 | Quencharc2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% light +1% physical Die.at -20.00 life Max.HP +44.00 Confus- +10% Knockbk- +20% ---------- 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. |
| On head | Chalekor (15 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical Res.pen +5% mind ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +5% Resists +6% cold +6% fire +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Shockqueen (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +15% mind Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +6% lightning Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +24% ---------- misc Mana/turn +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing elm totem of healing [power 116] (22/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Silalewen the Obsidiankarma0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% arcane +6% darkness Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +22% nature +3% darkness Rings make your fingers look great! |
| On fingers | Sootsmasher0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% nature +8% blight Spell.save +6 (+3 eff.) Poison- +11% Disease- +11% Rings make your fingers look great! |
| Around neck | Nerylerin the Torchclash0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +15% temporal +3% light +5% arcane Pinning- +23% Knockbk- +23% Amulets make your neck look great! |
| In main hand | windwalling steel shield (0 def, 4 armour, 114% power, 40 block)7.0 T2 shield armor [Ego+] Psionic When used to Attack: Power 114% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 Melee+ +10 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +10% physical Shield.near.proj +21 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Bareyadas the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con ----- def ----- Armour +11 Resists +1% physical Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Heal.mod +20% Create a temporary shield that absorbs 185 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | steel shield of acid resistance (+15%) (0 def, 4 armour, 109% power, 41 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Eclipsecrypt' (16 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +6 Defense +16 (+8 eff.) Resists +6% acid +18% cold Max.HP +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour 'Galemire' (2 def, 9 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +5% cold Melee Ret 2 darkness 4 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
Inventory
wild infusion of the sneak (res 17%; magical; dur 4; cd 14)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 cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 19%; magical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the psychic (absorb 194; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acidic iron dagger of vileness (97% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 97% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Sharp, short and deadly. |
elemental steel dagger (108% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 62 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +9% cold Sharp, short and deadly. |
blooming vined mindstar of balance (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +10% Heal/summ +10 ---------- misc Equi/ret +0.50 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. |
wrathful vined mindstar of clarity (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 Max.psi +18.00 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. |
Glowseam the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +10 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% fire Res.pen +10% light +6% all Acc +16 (+5 eff.) Apr +7 ----- def ----- Resists +6% darkness ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.40 Heal.mod +10% A suit of armour made of leather. |
Duveyon (0 def, 2 armour, 100% power, 20.5 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical Melee Ret 4 physical ----- def ----- Armour +2 Fatigue +8% Resists +16% acid Poison- +10% Knockbk- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Urthukath the Murkedge (0 def, 2 armour, 96% power, 20 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 On Hit.r1 +12 light On Crit.r2 +4 darkness While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% light Res.pen +5% darkness +5% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron pickaxe of endurance (dig speed 40 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
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 90.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.36 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. |
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. |
elm totem of stinging [power 116] (22/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Naraward the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 08:33 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Naraward the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 19:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Naraward the Dwarf Stone Warden level 9
2nd Profit 122nd year of Ascendancy at 08:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Naraward the Dwarf Stone Warden level 11
14th Profit 122nd year of Ascendancy at 06:35 see stats
Log
--------------------------------
Crystaline Half (Naraward) casts Earthen Missiles.
--------------------------------
Your summoned Crystaline Half (Naraward) disappears.
--------------------------------
Eledhenn the skeleton magus is seized by a stone vine.
Stone Vine from Naraward hits Eledhenn the skeleton magus for 13 nature, 10 arcane (23 total damage).
--------------------------------
Stone Vine from Naraward hits Eledhenn the skeleton magus for 13 nature, 10 arcane (23 total damage).
--------------------------------
A shield forms around Naraward.
Naraward uses Bareyadas the rough leather belt!
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Naraward uses Infusion: Regeneration.
Naraward starts regenerating health quickly.
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Talent Nature's Touch is ready to use.
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Talent Rune: Shielding is ready to use.
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Naraward stops regenerating health quickly.










































































