











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 23 / 85% |
Size | big |
Lifes / Deaths | Killed by Aerydanor the rattlesnake at level 23 on the 26th Wealth 122nd year of Ascendancy at 11:27 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 12 (base 10) |
Constitution | 42 (base 39) |
Magic | 12 (base 14) |
Willpower | 80 (base 53) |
Cunning | 16 (base 10) |
Resources
Life | -200/847 |
Equilibrium | 60 |
Healing Factor | 1.4839880031269 |
Regeneration | 6.6037466139147 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 48 |
Accuracy | 27 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 27 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Physical | +3% |
Cold | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 45.551211628464 (73.607947236566%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 49 |
Physical Save | 34 |
Spell Save | 43 |
Mental Save | 34 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 50%( 70%) |
All | + 6%( 70%) |
Darkness | + 31%( 70%) |
Physical | + 17%( 70%) |
Lightning | + 9%( 70%) |
Mind | + 12%( 70%) |
Fire | + 70%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Willpower stat. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% 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 Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by war hound. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower 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. | active |
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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +5 Lck ----- def ----- Armour +1 Resists +3% mind +3% lightning Phys.save +12 (+6 eff.) Stealth +6 Heal.mod +5% Pinning- +20% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Resists +5% arcane +3% mind +3% all Spell.save +5 (+1 eff.) Max.HP +60.00 ---------- 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +7% blight +30% fire +7% darkness +6% arcane Affinity +6% nature Spell.save +9 (+3 eff.) Disease- +10% ---------- misc Masteries +0.20 Wild-gift/Antimagic 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 | ![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +12% cold ----- def ----- Defense +10 (+5 eff.) Resists +18% fire +5% arcane +24% cold Crit.chn- 15.00% Heal.mod +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 263 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 26.5 - 37.1 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.pwr +2 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Psionic When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +13 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +17 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+1 eff.) Resists +6% acid Max.HP +30.00 ---------- misc Equi/ret +0.12 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +3% cold +20% fire HP.reg +2.20 Heal.mod +10% Disease- +20% ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 49 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. Press to compare to your current inscriptions |
![]() 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 increase movement speed by 526% 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 267 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Acc +10 (+5 eff.) Apr +1 ----- def ----- Resists +3% nature +6% physical Phys.save +15 (+7 eff.) ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 10 mind 8 lightning ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +6% lightning +9% nature Res.Cap +3% all Phys.save +10 (+5 eff.) ---------- misc Equi/ret +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +2 Wil +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +4 Wil +9 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +12% lightning +9% temporal Res.pen +10% temporal Acc +5 (+2 eff.) Melee Ret 2 lightning ----- def ----- Resists +24% lightning Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] 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: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +5 (+3 eff.) HP.reg +0.60 Heal.mod +14% ---------- misc Light +2 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 40.52 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. |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +6% mind +20% fire Melee Ret 4 cold ---------- misc Hate/m.crit +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ---------- misc Stam/turn +2.00 Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +6 Mag +5 Con dps ---------- Phys.crit +2.0% Dmg.mod +12% blight ----- def ----- Resists +6% blight Blunt and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +3 Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.crit +5.0% Phys.spd +10% Apr +4 ----- def ----- Resists +12% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +2 Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +2 Str dps ---------- Phys.pwr +12 (+5 eff.) Dmg.mod +9% fire Acc +20 (+10 eff.) ----- def ----- Defense +30 (+15 eff.) ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +8 Str +6 Dex +9 Mag +8 Wil +8 Cun +6 Con Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 shot ammo [Rare] Master Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 45 On Hit.r1 +20 mind +20 cold On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil dps ---------- Dmg.mod +15% lightning +13% physical +12% light +12% cold Res.pen +25% light ----- def ----- Resists +8% lightning +9% cold +9% all Crit.chn- 15.00% ---------- misc Equi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +1 Dex +2 Wil +2 Con ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% arcane +15% nature Crit.chn- 15.00% Spell.save +6 (+2 eff.) HP.reg +3.40 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +5% physical +6% darkness +7% cold +17% fire Phys.save +14 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Str +1 Mag dps ---------- Res.pen +10% temporal Acc +6 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% 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. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con dps ---------- Spell.crit +1% Phys.pwr +3 (+1 eff.) Phasing +10% Melee Ret 6 blight 6 cold 2 arcane ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Mag +3 Wil +2 Con dps ---------- Dmg.mod +6% mind Res.pen +5% light +5% nature ---------- misc Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
Achievements
By PennyShieldBoi the Dwarf Stone Warden level 21
35th Profit 122nd year of Ascendancy at 02:03 see stats
By PennyShieldBoi the Dwarf Stone Warden level 21
12nd Wealth 122nd year of Ascendancy at 08:28 see stats
By PennyShieldBoi the Dwarf Stone Warden level 21
41st Profit 122nd year of Ascendancy at 10:53 see stats
By PennyShieldBoi the Dwarf Stone Warden level 23
15th Wealth 122nd year of Ascendancy at 04:51 see stats
By PennyShieldBoi the Dwarf Stone Warden level 21
12nd Wealth 122nd year of Ascendancy at 05:07 see stats
By PennyShieldBoi the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 18:43 see stats
By PennyShieldBoi the Dwarf Stone Warden level 20
30th Profit 122nd year of Ascendancy at 20:20 see stats
By PennyShieldBoi the Dwarf Stone Warden level 21
11st Wealth 122nd year of Ascendancy at 16:10 see stats
By PennyShieldBoi the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:03 see stats
By PennyShieldBoi the Dwarf Stone Warden level 6
26th Voratun 122nd year of Ascendancy at 22:11 see stats
By PennyShieldBoi the Dwarf Stone Warden level 23
15th Wealth 122nd year of Ascendancy at 05:11 see stats
By PennyShieldBoi the Dwarf Stone Warden level 16
15th Profit 122nd year of Ascendancy at 20:53 see stats
Log
PennyShieldBoi uses Infusion: Regeneration.
PennyShieldBoi starts regenerating health quickly.
Aerydanor the rattlesnake uses Dart Launcher.
PennyShieldBoi is in a deep sleep.
Aerydanor the rattlesnake hits PennyShieldBoi for 140 physical damage.
Aerydanor the rattlesnake uses Dual Strike.
Aerydanor the rattlesnake performs a melee critical strike against PennyShieldBoi!
PennyShieldBoi is recovering from the damage!
PennyShieldBoi counter attacks Aerydanor the rattlesnake with her shield shards!
PennyShieldBoi misses Aerydanor the rattlesnake.
PennyShieldBoi counters the attack!
PennyShieldBoi misses Aerydanor the rattlesnake.
PennyShieldBoi is stunned!
Poison ivy releases poisonous spores at PennyShieldBoi.
PennyShieldBoi is poisoned!
PennyShieldBoi HEALS from nature damage!
Stone Vine from PennyShieldBoi hits Aerydanor the rattlesnake for 50 nature, 37 arcane (87 total damage).
Aerydanor the rattlesnake hits PennyShieldBoi for 75 physical, (7 antimagic), 0 lightning, (7 flat reduction), 0 mind, (8 antimagic), 0 darkness, (16 antimagic), 0 acid, (13 antimagic), 0 nature, 5 healing, 30 physical, (7 antimagic), 0 lightning, (7 flat reduction), 0 mind, (8 antimagic), 0 darkness, 25 physical, (7 antimagic), 0 lightning, (14 flat reduction), 0 mind, (8 antimagic), 0 darkness, 58 physical, (7 antimagic), 0 lightning, (7 flat reduction), 0 mind, (8 antimagic), 0 darkness (188 total damage) [5 healing].
PennyShieldBoi is suffering from insomnia.
PennyShieldBoi HEALS from nature damage!
Bleeding from Aerydanor the rattlesnake hits PennyShieldBoi for 15 physical damage.
Insidious Poison from Poison ivy hits PennyShieldBoi for (5 antimagic), 0 nature, 2 healing (0 total damage) [2 healing].
Aerydanor the rattlesnake strikes at a vital spot on PennyShieldBoi!
Aerydanor the rattlesnake performs a melee critical strike against PennyShieldBoi!
PennyShieldBoi instinctively hardens her skin and ignores the attack!
PennyShieldBoi repels an attack from Aerydanor the rattlesnake.
Aerydanor the rattlesnake hits PennyShieldBoi for 600 physical damage.
PennyShieldBoi the level 23 dwarf stone warden was torn limb from limb to death by Aerydanor the rattlesnake on level 2 of Old Forest.
PennyShieldBoi is no longer sleeping.