












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
[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! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Improved 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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Marauder |
| Level / Exp | 19 / 20% |
| Size | huge |
| Lifes / Deaths | Killed by Horned Horror at level 12 on the 4th Flare 122nd year of Ascendancy at 07:34 2 / 3Killed by snow giant thunderer at level 15 on the 36th Dusk 122nd year of Ascendancy at 16:47 Killed by dragonsfire trap at level 19 on the 49th Dusk 122nd year of Ascendancy at 02:20 |
Primary Stats
| Strength | 40 (base 25) |
| Dexterity | 43 (base 36) |
| Constitution | 37 (base 34) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 30 (base 25) |
Resources
| Life | 681/681 |
| Stamina | 144/144 |
| Healing Factor | 1.5425 |
| Regeneration | 7.0955 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.507429148833 |
| See Invisible | 27.507429148833 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 53 |
| Crit Chance | 52% |
| APR | 21 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 53 |
| Crit Chance | 52% |
| APR | 21 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Light | +10% |
| Cold | +21% |
| Blight | +12% |
| Arcane | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Temporal | +10% |
| Mind | +5% |
| Arcane | +15% |
| Cold | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 43.317011280365 (72.903125182002%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 18 |
| Physical Save | 37 |
| Spell Save | 32 |
| Mental Save | 26 |
Defense: Resistances
| Blight | + 34%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 9%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 45% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Precise Strikes |
| talent | Daunting Presence |
| beneficial effect | Parrying melee and ranged attacks: Has a 62% chance to deflect up to 18 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 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 | pair of iron boots 'Brenolathaldil' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% arcane Res.pen +15% arcane Acc +5 (+1 eff.) ----- def ----- Armour +7 Fatigue +2% Die.at -20.00 life Rush: Puts all charms on 21 cooldown Level 1.3 Pwr.cost 21 out of 25/25. Range 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of steel shots of crippling (20/20, 28-34 power, 2 apr)3.0 T2 shot ammo [Ego++] Master Power 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +16.5% Capacity 20 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Galirerak the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +5% Resists +3% fire Phys.save +11 (+5 eff.) Spell.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Kindleshine' (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +21% cold +4% physical Res.pen +25% fire +10% cold Melee Ret 4 fire ----- def ----- Armour +9 Fatigue +3% Resists +12% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Scabreaper the ash totem of stinging [power 182] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Branavor0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +8 Resists +5% arcane +3% nature +9% darkness Rings make your fingers look great! |
| On fingers | Glukira0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +3% lightning +1% physical +5% arcane +3% temporal Die.at -20.00 life Max.HP +100.00 Heal.mod +10% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Hathemas0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +6% blight Teleport- +20% Amulets make your neck look great! |
| In main hand | Nerimira the Searoblivion (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +16 fire On Crit.r2 +8 mind While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% mind +3% fire Sharp, short and deadly. |
| Around waist | Tarraldil1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% darkness Spell.save +9 (+4 eff.) ---------- misc Psi/ret +0.04 Max.psi +40.00 Size +1 A belt that goes around your waist. |
| In off hand | plaguebringer's steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 7 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +12% Sharp, short and deadly. |
| Cloak | Yvymira the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +3.0% Mind.crit +1% Crit.mult +10.00% Phys.pwr +13 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +12% nature +13% blight HP.reg +3.00 Heal.mod +14% ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duskcrypt (7 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Wil dps ---------- Phys.crit +1.0% Res.pen +10% temporal Acc +5 (+1 eff.) Melee Ret 8 darkness ----- def ----- Armour +6 Defense +7 (+4 eff.) Fatigue +12% Resists +13% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 140; 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 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 titan (heal 125; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 titan (speed 528%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Constitution 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 216; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 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. |
wild infusion of the warrior (res 25%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 25% 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. |
cleansing copper amulet of perfection (0.10 Technique / Dual techniques,0.10 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +22% Disease- +20% ---------- misc Masteries +0.10 Technique/Dual techniques +0.10 Technique/Combat techniques Amulets make your neck look great! |
insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
Glaretrencher the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% light ----- def ----- Mind.save +3 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Duvyvon the Dazzletaint (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: ----- def ----- Resists +3% temporal +3% nature +9% light Max.HP +20.00 Sharp, short and deadly. |
plaguebringer's steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 7 While equipped: ----- def ----- Disease- +13% Sharp, short and deadly. |
elemental steel greatmaul of vileness (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 7 * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +7% lightning Massive two-handed mauls. |
Stokebane4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 fire On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +4 Str +3 Wil +1 Con dps ---------- Phys.pwr +8 (+2 eff.) ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Isura the linen cloak (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +20 (+10 eff.) ----- def ----- Defense +21 (+10 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Layyth' (39 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +39 (+16 eff.) Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adalrama the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun ----- def ----- Armour +3 Resists +12% acid +6% cold Phys.save +10 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Teleport- +20% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 29.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Winterdream the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.pwr +20 (+6 eff.) Melee+ 8 mind Dmg.mod +6% cold +5% mind +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% mind ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's rough leather gloves of dexterity (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +6 Con dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +7 Hardiness +6% Resists +5% physical 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. |
Layatta the Shiverqueller (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% light Res.pen +15% cold Melee Ret 2 cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold ---------- misc Max.hate +4.00 A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
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. |
79 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. |
8 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. |
7 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
Isima2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +20% temporal Melee Ret 2 acid 12 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 166 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. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
4 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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Giga Marauder the Ogre Marauder level 19
48th Dusk 122nd year of Ascendancy at 22:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Giga Marauder the Ogre Marauder level 10
2nd Summertide 122nd year of Ascendancy at 01:59 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Giga Marauder the Ogre Marauder level 15
36th Dusk 122nd year of Ascendancy at 16:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Giga Marauder the Ogre Marauder level 13
8th Dusk 122nd year of Ascendancy at 19:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Giga Marauder the Ogre Marauder level 13
18th Dusk 122nd year of Ascendancy at 12:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Giga Marauder the Ogre Marauder level 16
38th Dusk 122nd year of Ascendancy at 10:01 see stats
Log
You gain 4.50 gold from the transmogrification of cured leather sling of enduring.
You gain 1.24 gold from the transmogrification of flaming steel mace (14-20 power, 3 apr).
You gain 0.25 gold from the transmogrification of iron longsword (12-16 power, 2 apr).
You gain 0.75 gold from the transmogrification of arcing iron longsword (12-16 power, 2 apr).
You gain 2.80 gold from the transmogrification of mighty ash longbow.
You gain 4.25 gold from the transmogrification of steel greatsword of evisceration (24-39 power, 2 apr).
You gain 1.31 gold from the transmogrification of iron greatmaul of erosion (20-31 power, 1 apr).
You gain 0.50 gold from the transmogrification of steel dagger (13-17 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (22-33 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 1.75 gold from the transmogrification of shielding rune of the titan (absorb 214; dur 3; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 3; cd 15).
There is a way to the old forest here (press '' or right click to use).
Saving game...
Lore found: journal entry (old forest)
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Ran for 3 turns (stop reason: dialog is displayed).
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Giga Marauder deactivates Precise Strikes.
Giga Marauder activates Precise Strikes.
Giga Marauder deactivates Daunting Presence.
Giga Marauder activates Daunting Presence.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.































































































