











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Better Item Description 1.7.2This 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 19 / 75% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 16) |
| Dexterity | 22 (base 10) |
| Constitution | 34 (base 22) |
| Magic | 46 (base 30) |
| Willpower | 54 (base 38) |
| Cunning | 27 (base 10) |
Resources
| Life | 480/639 |
| Mana | 406/421 |
| Equilibrium | 58 |
| Healing Factor | 1.2953365646231 |
| Regeneration | 1.6191707057789 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 30.082562303769 |
| See Invisible | 30.082562303769 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Temporal | +8% |
| Blight | +6% |
| Physical | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 26.413408721348 (65.897138898113%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 24 |
| Physical Save | 40 |
| Spell Save | 40 |
| Mental Save | 39 |
Defense: Resistances
| Temporal | + 13%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 25%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 942% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic 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 Minotaur. * 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 |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Turak' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) Res.pen +15% mind ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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 | Adutira the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) ---------- misc Equi/ret +0.16 A cap made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | warded dwarven-steel shield of shrapnel (0 def, 6 armour, 26-31 power, 76 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 26.0 - 31.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +5 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +6 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
| In off hand | flaming steel shield of shrapnel (0 def, 4 armour, 20-23 power, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 19.5 - 23.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | spellcowled kruk cloak of Eldoral (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +1 Dex +2 Mag +2 Wil +2 Cun ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +43.00 A stylish kruk-style cloak, to look awesome. |
| Main armor | Barydrantir the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% blight +12% physical Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +20% cold Die.at -80.00 life A suit of armour made of mail. |
Inventory
healing infusion (heal 43; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 100; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 109; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 132; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 562%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 562% 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. |
regeneration infusion of the warrior (heal 178; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 178 life over 5 turns. 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. |
manasurge rune (regen 732% over 10 turns; mana 37; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (0 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 56; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 104; dur 3; cd 16)0.1 rune scroll [Normal] 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 104 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 153; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 153 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 140; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 140 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 44; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% lightning Stun/Frz- +26% Amulets make your neck look great! |
arcing steel battleaxe of massacre (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Massive two-handed battleaxes. |
Beteldama the Oakspiker (51-76 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 51.0 - 76.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +16 nature While equipped: dps ---------- Res.pen +10% nature ----- def ----- Poison- +10% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed mauls. |
steel greatmaul (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
flaming dwarven-steel longsword of massacre (31-43 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire Sharp, long, and deadly. |
steel longsword of erosion (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature Sharp, long, and deadly. |
chilling steel mace of vileness (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight +5 cold On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 Blunt and deadly. |
gifted vined mindstar of clarity (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 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. |
vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glyra the Tempestenvy (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light +3% lightning Acc +5 (+2 eff.) Apr +3 Melee Ret 4 physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +7 (+7 eff.) Resists +6% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 95.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (17-20 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +8 (+3 eff.) Dmg.mod +17% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gloomrock (26-36 power, 9 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.5% Atk.spd 100% On Hit.r1 +12 darkness While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Resists +6% darkness One-handed war axes. |
Spiderpiety (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 nature On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Dmg.mod +3% physical Res.pen +10% nature Acc +15 (+5 eff.) Apr +4 ----- def ----- Resists +6% nature One-handed war axes. |
chilling steel waraxe of massacre (17-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold One-handed war axes. |
steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
rough leather belt 'Zubinne'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% blight ----- def ----- Resists +5% arcane +5% light +5% darkness Crit.dmg- 10.00% Mind.save +3 (+1 eff.) HP.reg +4.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Amyvon (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +1 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% blight +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Mireidol' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +6% fire +10% mind Melee Ret 2 nature ----- def ----- Resists +6% lightning +15% nature +10% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
blighted dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 blight Dmg.mod +3% arcane +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% blight 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. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Skymaim' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +15% lightning +6% light ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning Crit.dmg- 15.00% ---------- misc Light +1 A cap made of leather. |
iron mail armour 'Armastir' (22 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str ----- def ----- Armour +6 Defense +22 (+14 eff.) Fatigue +12% Resists +6% acid +12% cold +1% physical Mind.save +6 (+2 eff.) ---------- misc Breathe water A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
troll-hide cured leather armour of command (13 def, 9 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +9 Defense +13 (+10 eff.) Fatigue +7% Mind.save +15 (+5 eff.) Max.HP +34.00 HP.reg +4.90 Heal.mod +12% A suit of armour made of leather. |
dwarven-steel plate armour 'Fuladir' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +9% darkness +19% cold Max.HP +100.00 Heal.mod +5% Teleport- +20% ---------- misc Max.hate +2.00 A suit of armour made of metal plates. |
dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
Camedralen (0 def, 2 armour, 10-13 power, 41.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: Stats +1 Dex ----- def ----- Armour +2 Fatigue +8% Resists +1% physical +17% cold ---------- misc See.Invis +18 Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
68 alchemist agate0.0 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.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. |
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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Fiangy the Dwarf Stone Warden level 15
10th Wealth 122nd year of Ascendancy at 16:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Fiangy the Dwarf Stone Warden level 17
23rd Dearth 122nd year of Ascendancy at 01:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fiangy the Dwarf Stone Warden level 10
9th Profit 122nd year of Ascendancy at 21:57 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Fiangy the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 09:39 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fiangy the Dwarf Stone Warden level 8
4th Profit 122nd year of Ascendancy at 10:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Fiangy the Dwarf Stone Warden level 12
21st Profit 122nd year of Ascendancy at 11:47 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Fiangy the Dwarf Stone Warden level 18
26th Dearth 122nd year of Ascendancy at 10:09 see stats
Log
Xeremina the gelatinous cube hits Fiangy for 50 physical, (5 flat reduction), 0 nature (50 total damage).
Fiangy hits Xeremina the gelatinous cube for (8 flat reduction), 5 nature, (8 flat reduction), 12 arcane, (8 flat reduction), 0 fire, (8 flat reduction), 4 nature, (8 flat reduction), 12 arcane, (8 flat reduction), 0 fire, (8 flat reduction), 9 fire (42 total damage).
Melee retaliation hits Xeremina the gelatinous cube for (8 flat reduction), 2 arcane, (1 flat reduction), 0 fire (2 total damage).
Stone Vine from Fiangy hits Xeremina the gelatinous cube for (8 flat reduction), 16 nature, (8 flat reduction), 13 arcane (29 total damage).
Fiangy performs a melee critical strike against Xeremina the gelatinous cube!
Stone Half (Fiangy) uses Taunt.
Crystaline Half (Fiangy) uses Rain of Spikes.
Fiangy hits Xeremina the gelatinous cube for (8 flat reduction), 51 physical, (8 flat reduction), 9 arcane, (7 flat reduction), 0 fire, (8 flat reduction), 23 physical, (8 flat reduction), 9 arcane, (7 flat reduction), 0 fire, (8 flat reduction), 6 fire (98 total damage).
Xeremina the gelatinous cube aims less carefully.
Stone Vine from Fiangy hits Xeremina the gelatinous cube for (8 flat reduction), 16 nature, (8 flat reduction), 13 arcane (29 total damage).
Fiangy casts Eldritch Blow.
Fiangy performs a melee critical strike against Xeremina the gelatinous cube!
Fiangy uses Block.
Fiangy hits Xeremina the gelatinous cube for (8 flat reduction), 70 arcane, (8 flat reduction), 12 arcane, (8 flat reduction), 0 fire, (8 flat reduction), 47 arcane (130 total damage).
Fiangy killed Xeremina the gelatinous cube!
Fiangy picks up (w.): potent ash magestaff of might (17-20 power, 3 apr, arcane element).
Fiangy picks up (s.): flaming dwarven-steel longsword of massacre (31-43 power, 4 apr).
Fiangy picks up (t.): steel longsword of erosion (18-24 power, 3 apr).
Fiangy picks up (w.): vined mindstar (4-5 power, 18 apr, nature damage).
Fiangy picks up (N.): hardened leather cap 'Skymaim' (0 def, 3 armour).
Talent Block is ready to use.
Your summoned Stone Half (Fiangy) disappears.
Your summoned Crystaline Half (Fiangy) disappears.
Talent Eldritch Blow is ready to use.






























































































