











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 27 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 10 on the 8th Profit 122nd year of Ascendancy at 01:20 0 / 7Killed by Urkis, the High Tempest at level 18 on the 1st Wealth 122nd year of Ascendancy at 07:25 Killed by Xerugabeth the skeleton warrior at level 20 on the 10th Wealth 122nd year of Ascendancy at 16:16 Killed by Mindworm at level 21 on the 23rd Wealth 122nd year of Ascendancy at 18:33 Killed by elder vampire at level 25 on the 16th Dearth 122nd year of Ascendancy at 12:01 Killed by ghoulking at level 25 on the 16th Dearth 122nd year of Ascendancy at 13:26 Killed by Xeryrin the orc assassin at level 27 on the 22nd Dearth 122nd year of Ascendancy at 09:03 |
Primary Stats
| Strength | 71 (base 58) |
| Dexterity | 14 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 25 (base 10) |
| Willpower | 90 (base 54) |
| Cunning | 36 (base 10) |
Resources
| Life | -4/1141 |
| Stamina | 378/378 |
| Equilibrium | 81 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 20.666632144484 |
Speed
| Mental | +12.028637809582% |
| Attack | +12.028637809582% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 17 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 20% |
| Speed | 0.89262890235239 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Arcane | +9% |
| Cold | +35% |
| All | 0% |
| Lightning | +20% |
| Physical | +20% |
| Darkness | +32% |
| Fire | +20% |
| Nature | +36% |
Offense: Damage Penetration
| Acid | +50% |
| Blight | +50% |
| Arcane | +40% |
| Cold | +50% |
| All | +20% |
| Lightning | +50% |
| Physical | +50% |
| Darkness | +55% |
| Fire | +50% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 50.08934837382 (81.151787968034%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 34 |
| Physical Save | 60 |
| Spell Save | 57 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 40%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 32% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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 469 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 112 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
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.47 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 106. | 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. | done |
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 skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * You've found the needed sandworm tooth. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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! | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Mayobeth2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Str +5 Wil +2 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% light Affinity +5% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 102.58 damage. The damage dealt will increase with your Spellpower. 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 | cashmere wizard hat 'Hazenail' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +11 Cun +8 Wil dps ---------- Mind.crit +11% Res.pen +5% arcane Melee Ret 6 arcane ----- def ----- Defense +2 (+2 eff.) Resists +5% lightning +7% temporal +5% arcane +9% cold Mind.save +33 (+8 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 190 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | innervating steel torque of mindblast [power 160] (10/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Dimbloom0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Wil +1 Con dps ---------- Res.pen +5% darkness Melee Ret 6 mind ----- def ----- Resists +3% darkness HP.reg +2.00 Stun/Frz- +22% ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
| On fingers | solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around waist | Ravenborn1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Wil +2 Con dps ---------- Dmg.mod +9% arcane +6% darkness Res.pen +15% arcane ----- def ----- Armour +9 Resists +6% darkness ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Max.vim +40.00 Create a temporary shield that absorbs 275 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | Bleakprophet the voratun greatmaul (66-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 66.5 - 99.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 darkness +41 cold On Hit.r1 +17 fire While equipped: dps ---------- Res.pen +20% all Acc +20 (+6 eff.) Apr +13 ----- def ----- Resists +9% light +6% temporal Massive two-handed mauls. |
| On hands | alchemist's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +2 Con dps ---------- Melee+ 3 acid 3 fire 5 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+7 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Night's kiss of the Blightspawn (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +2 Mag +2 Wil +2 Con dps ---------- On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 13 * 21% chance to reduce damage dealt by 30% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +1% physical Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mardarain the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +3 Cun ----- def ----- Phys.save +12 (+3 eff.) Spell.save +17 (+5 eff.) Mind.save +13 (+3 eff.) ---------- misc Light +2 Masteries +0.17 Wild-gift/Venom drake aspect Amulets make your neck look great! |
Inventory
healing infusion (heal 56; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 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. |
wild infusion (res 17%; mental; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 9; resist 16%; move 30%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 30% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 17; resist 25%; move 48%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 48% faster, and you are invisible (power 17). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 896% over 10 turns; mana 45; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 896% for 10 turns (0 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing gold amulet of perfection (0.28 Cunning / Survival,0.28 Spell / Undead drake)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +18% temporal Pinning- +26% Knockbk- +25% ---------- misc Masteries +0.28 Cunning/Survival +0.28 Spell/Undead drake Amulets make your neck look great! |
yew magestaff of greater warding (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% cold ----- def ----- Armour +8 Defense +8 (+6 eff.) ---------- misc Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel battleaxe of crippling (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Arcane/Master Power 31.5 - 47.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% ----- def ----- Disease- +20% Massive two-handed battleaxes. |
acidic dwarven-steel greatsword of paradox (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.0 - 62.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 temporal On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: ----- def ----- Resists +12% temporal Massive two-handed swords. |
arcing dwarven-steel waraxe of erosion (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Nature Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage One-handed war axes. |
flaming dwarven-steel waraxe of phasing (18-24 power, 12 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 17.5 - 24.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.5% Atk.spd 100% Phasing +12% On Hit.r1 +9 fire One-handed war axes. |
thought-forged dwarven-steel waraxe (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Psionic Power 18.0 - 25.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 37 While equipped: Stats +3 Cun +2 Wil One-handed war axes. |
hungering thorny mindstar of flames (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 7 fire Dmg.mod +4% fire Res.pen +6% fire ----- def ----- Resists +7% fire ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 112.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +11% cold Slings are used to hurl stones or metal shots at your foes. |
Islerianne (20/20, 31-37 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Random Unique] Nature/Master/Psionic Power 31.0 - 37.2 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 20 Ranged+ +12 acid On Hit: * 20 arcane resource burn * 20% chance to reduce armor by 23% * 10% chance to slow global speed by 65% * 20% chance to create vines that bind the target to the ground dealing 251 nature damage and pinning them for 3 turns * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (19/19, 31-37 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 31.0 - 37.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
prismatic hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +9 Defense +9 (+6 eff.) Fatigue +8% Resists +8% acid +5% cold +12% light +12% darkness ---------- misc Breathe water A suit of armour made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Mind.save +13 (+3 eff.) A suit of armour made of mail. |
prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +19% lightning +11% light +12% darkness A suit of armour made of metal plates. |
blurring hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+6 eff.) Spell.save +6 (+2 eff.) Stealth +9 ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of dwarven-steel boots (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% ---------- 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. |
cleansing dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +7% cold +7% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
4 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 onyx0.0 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 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. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 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. |
2 quartz0.0 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bojic the Dwarf Wyrmic level 26
19th Dearth 122nd year of Ascendancy at 03:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bojic the Dwarf Wyrmic level 17
35th Profit 122nd year of Ascendancy at 11:17 see stats
Exterminator
Killed 1000 creatures.By Bojic the Dwarf Wyrmic level 18
37th Profit 122nd year of Ascendancy at 09:09 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bojic the Dwarf Wyrmic level 19
3rd Wealth 122nd year of Ascendancy at 07:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bojic the Dwarf Wyrmic level 16
24th Profit 122nd year of Ascendancy at 03:23 see stats
Level 10
Got a character to level 10.By Bojic the Dwarf Wyrmic level 10
6th Profit 122nd year of Ascendancy at 12:40 see stats
Level 20
Got a character to level 20.By Bojic the Dwarf Wyrmic level 20
9th Wealth 122nd year of Ascendancy at 09:05 see stats
Size matters
Did over 600 damage in one attack.By Bojic the Dwarf Wyrmic level 19
8th Wealth 122nd year of Ascendancy at 20:54 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bojic the Dwarf Wyrmic level 5
20th Voratun 122nd year of Ascendancy at 22:56 see stats
The Arena
Unlocked Arena mode.By Bojic the Dwarf Wyrmic level 8
3rd Acquisition 122nd year of Ascendancy at 00:50 see stats
The secret city
Discovered the truth about mages.By Bojic the Dwarf Wyrmic level 11
10th Profit 122nd year of Ascendancy at 02:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bojic the Dwarf Wyrmic level 16
24th Profit 122nd year of Ascendancy at 04:53 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bojic the Dwarf Wyrmic level 25
16th Dearth 122nd year of Ascendancy at 14:53 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Bojic the Dwarf Wyrmic level 14
21st Profit 122nd year of Ascendancy at 10:59 see stats
Log
Xeryrin the orc assassin hits Bojic for 102 darkness, 7 healing, 35 darkness, 2 healing, 76 acid, 16 darkness, 1 healing, 35 darkness, 2 healing, 76 acid (340 total damage) [12 healing].
Melee retaliation hits Xeryrin the orc assassin for 3 arcane, 14 cold, 3 mind, 3 arcane, 14 cold, 1 mind (37 total damage).
Crippling Poison from Bojic hits Xeryrin the orc assassin for 78 nature damage.
Bojic's corrosive acid area effect hits Xeryrin the orc assassin for 30 acid damage.
Talent Ice Claw is ready to use.
Deadly Poison from Xeryrin the orc assassin hits Bojic for 45 nature damage.
Bojic is confused and fails to use Infusion: Regeneration.
Xeryrin the orc assassin regains their balance.
Bojic HEALS from darkness damage!
Xeryrin the orc assassin hits Bojic for 60 darkness, 4 healing, 35 darkness, 2 healing, 13 darkness, 35 darkness, 2 healing (144 total damage) [9 healing].
Melee retaliation hits Xeryrin the orc assassin for 3 arcane, 14 cold, 3 mind, 3 arcane, 14 cold, 3 mind (39 total damage).
Bojic's corrosive acid area effect hits Xeryrin the orc assassin for 30 acid damage.
Crippling Poison from Bojic hits Xeryrin the orc assassin for 78 nature damage.
Bojic regains balance.
Deadly Poison from Xeryrin the orc assassin hits Bojic for 45 nature damage.
Bojic breathes acid!
Bojic hits Xeryrin the orc assassin for 333 acid damage.
Bojic's corrosive acid area effect hits Xeryrin the orc assassin for 30 acid damage.
Poison bursts out of Bojic's corpse!
Xeryrin the orc assassin roars triumphantly.
Xeryrin the orc assassin's can be afflicted again.
Xeryrin the orc assassin is free from the illness.
Xeryrin the orc assassin is no longer poisoned.
Xeryrin the orc assassin has shook off the effects of their corrosion.
Bojic HEALS from darkness damage!
Xeryrin the orc assassin hits Bojic for 57 darkness, 4 healing, 35 darkness, 2 healing, 28 darkness (120 total damage) [6 healing].
Melee retaliation hits Xeryrin the orc assassin for 3 arcane, 12 cold, 3 mind, 3 arcane, 12 cold, 3 mind (35 total damage).
Bojic the level 27 dwarf wyrmic was shadowed to death by Xeryrin the orc assassin on level 1 of Lost Dwarven Kingdom of Reknor.










































































































