











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 Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 28 / 0% |
Size | medium |
Lifes / Deaths | Killed by Lisilelle the umber hulk at level 20 on the 27th Wealth 122nd year of Ascendancy at 00:41 0 / 8Killed by Emyvena the anaconda at level 21 on the 28th Wealth 122nd year of Ascendancy at 10:42 Killed by Penny"Range" at level 21 on the 29th Wealth 122nd year of Ascendancy at 13:12 Killed by saw horror at level 24 on the 14th Dearth 122nd year of Ascendancy at 12:33 Killed by Salywyn the luminous horror at level 24 on the 14th Dearth 122nd year of Ascendancy at 14:00 Killed by Weirdling Beast at level 24 on the 16th Dearth 122nd year of Ascendancy at 09:23 Killed by Weirdling Beast at level 24 on the 16th Dearth 122nd year of Ascendancy at 11:17 Killed by Zubyra the elven warrior at level 28 on the 27th Dearth 122nd year of Ascendancy at 04:44 |
Primary Stats
Strength | 58 (base 38) |
Dexterity | 8 (base 10) |
Constitution | 30 (base 20) |
Magic | 63 (base 60) |
Willpower | 41 (base 15) |
Cunning | 18 (base 10) |
Resources
Life | -62/1017 |
Mana | 384/449 |
Equilibrium | 30 |
Healing Factor | 1.3792147729953 |
Regeneration | 11.378521877212 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 110 |
Accuracy | 40 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 40 |
Crit Chance | 7% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +10% |
Arcane | 0% |
Physical | +25% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 61 (88.568973732692%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 39 |
Physical Save | 58 |
Spell Save | 57 |
Mental Save | 57 |
Defense: Resistances
Lightning | + 39%( 70%) |
Acid | + 23%( 70%) |
Light | + 32%( 70%) |
Darkness | + 18%( 70%) |
Cold | + 26%( 70%) |
Physical | + 12%( 70%) |
Fire | + 33%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 52% |
Silence Resistance | 37% |
Confusion Resistance | 29% |
Knockback Resistance | 67% |
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 29 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 91 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 Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xubrenor the rattlesnake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by war hound. Escort: lone alchemist (level 2 of Trollmire) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed naga tongue. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 within2 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil +2 Con dps ---------- Spell.crit +3% ----- def ----- Armour +4 Fatigue +3% Resists +15% lightning +9% darkness Silence- +37% Confus- +29% Stun/Frz- +22% ---------- misc Mana/turn +0.22 Max.mana +32.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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. |
Light source | ![]() 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.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +3% physical Acc +6 (+2 eff.) ----- def ----- Armour +5 Resists +3% lightning +3% physical Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life Disarm- +21% 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 | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +1 Mag dps ---------- Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +2 Resists +6% fire Phys.save +11 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +61.00 Teleport- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Max.HP +49.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% physical Melee Ret 2 arcane ----- def ----- Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% ---------- misc Masteries +0.13 Wild-gift/Call of the wild Amulets make your neck look great! |
In main hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 18.5 - 22.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit.r1 +16 darkness +12 acid On Hit: * Deal physical damage equal to your armor (61) While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +7 Fatigue +8% Resists +6% darkness +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 5 fire On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +1 Mag +3 Cun ----- def ----- Armour +4 Defense +11 (+11 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +9 Fatigue +22% Resists +8% acid +6% physical +24% cold +7% lightning +25% fire Disarm- +21% Stun/Frz- +21% Knockbk- +27% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +11 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid +9% mind Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% mind Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +14% light ----- def ----- Fatigue -6% Resists +28% light ---------- misc Max.enc +33 Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 34.5 - 55.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +4 temporal On Crit.r2 +28 lightning +24 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +12 Con +12 Wil dps ---------- Mov.spd +36% Res.pen +16% lightning +7% cold +10% mind Acc +9 (+3 eff.) Melee Ret 4 temporal ----- def ----- Defense +10 (+10 eff.) Resists +3% mind Max.HP +41.00 Disarm- +28% Massive two-handed swords. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 13.5 - 18.9 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +9 Con +7 Wil dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +8% physical ----- def ----- Max.HP +17.00 Disarm- +12% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Melee+ 6 lightning Dmg.mod +6% lightning +12% nature Res.pen +5% lightning ----- def ----- Resists +6% lightning +6% light +6% darkness Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.20 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. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego] Disrupt/Master Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 48 Against +12% Unnatural +29% Unliving While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Master Power 54.5 - 65.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 Ranged+ +20 arcane On Hit.r1 +8 mind On Crit.r2 +16 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 On Crit.r2 +11 light +11 fire While equipped: dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Dmg.mod +9% blight On shield block: * Deals 106 light and fire damage to each enemy blocked ----- def ----- Armour +2 Fatigue +8% Resists +6% fire +6% light +1% physical ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +8 physical While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% physical Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +9% blight +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +5 Wil +2 Cun dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +5% arcane +5% temporal ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +5% blight +9% all Phys.save +17 (+5 eff.) Max.HP +51.00 HP.reg +2.10 Heal.mod +11% ---------- misc Psi/ret +0.04 Max.mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +7% blight +11% all Max.HP +51.00 HP.reg +2.60 Heal.mod +14% Poison- +28% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +3 Dex +6 Mag +4 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Max.HP +40.00 A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning +6% blight Die.at -60.00 life Disease- +20% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Str +3 Mag +1 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Fatigue +22% Resists +6% nature +16% cold ---------- misc See.Invis +12 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Crit.mult +10.00% Melee Ret 2 mind ----- def ----- Armour +14 Fatigue +22% Resists +5% acid +10% cold +18% lightning +7% physical Phys.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 14 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +13 Fatigue +22% Resists +18% acid +16% fire A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Res.pen +5% arcane Melee Ret 10 blight ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Mag +6 Wil +4 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% fire +13% cold ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +5 Mag +2 Wil +2 Cun dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 ---------- misc Max.stam +10.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Apr +3 ----- def ----- Armour +2 Phys.save +3 (+1 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +12% arcane Res.pen +5% arcane +15% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +7 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +10 Fatigue +3% Die.at -80.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +27% Confus- +27% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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. |
![]() 1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +10% physical Acc +10 (+3 eff.) Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Defense +15 (+13 eff.) Resists +9% blight +8% darkness +8% arcane Affinity +8% nature Spell.save +16 (+5 eff.) ---------- 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% arcane +11% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +6% blight +16% cold Mind.save +3 (+1 eff.) Max.HP +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +6 Wil +2 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+2 eff.) Phys.save +8 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 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... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% physical Melee Ret 2 acid ----- def ----- Armour +1 Defense +30 (+20 eff.) Fatigue +1% Phys.save +3 (+1 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Cun +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning Max.HP +60.00 HP.reg +4.00 Poison- +20% Confus- +20% 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 (+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. |
![]() 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: 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +9% acid +9% lightning Max.HP +42.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 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 326/400 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee Ret 6 cold ----- def ----- Mind.save +15 (+4 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% lightning +9% temporal +5% arcane +3% darkness Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Penny"Range" the Dwarf Stone Warden level 7
23rd Voratun 122nd year of Ascendancy at 02:36 see stats
By Penny"Range" the Dwarf Stone Warden level 23
30th Wealth 122nd year of Ascendancy at 16:59 see stats
By Penny"Range" the Dwarf Stone Warden level 25
20th Dearth 122nd year of Ascendancy at 23:24 see stats
By Penny"Range" the Dwarf Stone Warden level 10
1st Acquisition 122nd year of Ascendancy at 11:25 see stats
By Penny"Range" the Dwarf Stone Warden level 20
34th Profit 122nd year of Ascendancy at 18:30 see stats
By Penny"Range" the Dwarf Stone Warden level 23
7th Dearth 122nd year of Ascendancy at 19:11 see stats
By Penny"Range" the Dwarf Stone Warden level 26
23rd Dearth 122nd year of Ascendancy at 12:09 see stats
By Penny"Range" the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 06:54 see stats
By Penny"Range" the Dwarf Stone Warden level 7
28th Voratun 122nd year of Ascendancy at 22:20 see stats
By Penny"Range" the Dwarf Stone Warden level 14
7th Profit 122nd year of Ascendancy at 06:15 see stats
By Penny"Range" the Dwarf Stone Warden level 23
2nd Dearth 122nd year of Ascendancy at 07:56 see stats
By Penny"Range" the Dwarf Stone Warden level 16
20th Profit 122nd year of Ascendancy at 13:17 see stats
By Penny"Range" the Dwarf Stone Warden level 24
16th Dearth 122nd year of Ascendancy at 11:17 see stats
Log
Zubyra the elven warrior's Noggin Knocker hits Penny"Range" for 108 physical, 7 cold (114 total damage).
Zubyra the elven warrior's Noggin Knocker hits Penny"Range" for 98 physical, 7 cold (104 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Penny"Range" uses Eldritch Stone.
Penny"Range" is encased in a stone shield.
Deadly Poison from Zubyra the elven warrior hits Penny"Range" for (129 to stone), 0 nature (0 total damage).
Zubyra the elven warrior uses Kneecapper.
Zubyra the elven warrior's Kneecapper performs a ranged critical strike against Penny"Range"!
The stone shield around Penny"Range" explodes!
Penny"Range" is pinned to the ground.
Zubyra the elven warrior's Kneecapper hits Penny"Range" for (7 to stone), 402 physical, 7 cold (409 total damage).
Penny"Range" hits Zubyra the elven warrior for (27 flat reduction), 27 arcane (27 total damage).
Zubyra the elven warrior shoots!
LIFE LOST WARNING!
Penny"Range" casts Rune: Shatter Afflictions.
Penny"Range" is no longer pinned.
A shield forms around Penny"Range".
Penny"Range" uses Nature's Touch.
Zubyra the elven warrior's Shoot performs a ranged critical strike against Penny"Range"!
Your shield crumbles under the damage!
The shield around Penny"Range" crumbles.
Poison bursts out of Penny"Range"'s corpse!
Penny"Range" is not stunned anymore.
Deadly Poison from Zubyra the elven warrior hits Penny"Range" for 137 nature damage.
Zubyra the elven warrior's Shoot hits Penny"Range" for (91 absorbed), 117 physical, 7 cold (123 total damage).
Penny"Range" receives 112 healing.
Penny"Range" the level 28 dwarf stone warden was splurged to death by Zubyra the elven warrior on level 1 of Dark crypt.