













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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. 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 | 15 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 15 on the 16th Loss 122nd year of Ascendancy at 13:09 4 / 1 |
Primary Stats
| Strength | 24 (base 14) |
| Dexterity | 14 (base 11) |
| Constitution | 15 (base 10) |
| Magic | 42 (base 38) |
| Willpower | 34 (base 25) |
| Cunning | 20 (base 16) |
Resources
| Life | 564/564 |
| Mana | 254/254 |
| Equilibrium | 45 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 6.5376945121356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 28.388114253578 |
| See Invisible | 31.388114253578 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Lightning | +6% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Arcane | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 21 |
| Physical Save | 24 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 21%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 10%( 70%) |
| Lightning | + 35%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Disarm Resistance | 20% |
| Knockback Resistance | 30% |
| Confusion Resistance | 46% |
| Stun Resistance | 21% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You failed to protect the lost sun paladin from death by thought-forged bowman. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by Jael. Escort: lost warrior (level 2 of Heart of the Gloom) | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine. | 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 within | active |
Equipment
| On feet | pair of rough leather boots 'Shimmerpride' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +9% lightning Crit.chn- 5.00% Silence- +21% Confus- +24% Stun/Frz- +21% A pair of boots made of leather. |
| Quiver | 192 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern 'Baritogund'2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Armour +4 ---------- misc Stam/turn +2.00 Light +6 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 | Ivetta (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning Phys.save +3 (+1 eff.) Max.HP +40.00 Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Boltmaster'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +15% lightning +5% arcane Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Resists +6% lightning +22% darkness +5% arcane Blind- +27% ---------- misc Infravis +4 See.Stealth +7 See.Invis +10 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Ulfalemador the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +2 Mag dps ---------- Melee+ 18 light Ranged+ 15 light Dmg.mod +11% light ----- def ----- Defense +8 (+4 eff.) Resists +5% arcane +2% physical Mind.save +5 (+3 eff.) HP.reg +2.00 Confus- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| Around waist | Galecast the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +3% temporal +1% physical +6% darkness +12% light HP.reg +4.00 Pinning- +10% A belt that goes around your waist. |
| In main hand | reinforced iron shield (0 def, 4 armour, 100% power, 40 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| On hands | steady rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
| In off hand | acidic iron shield of acid resistance (+15%) (0 def, 2 armour, 102% power, 23.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 On Hit: * 12% chance to reduce armor by 29% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Lelubar' (6 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +3% darkness Phys.save +6 (+3 eff.) Max.HP +100.00 Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lorokalthogrim (5 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +5 (+3 eff.) Resists +6% blight +12% lightning +5% arcane +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)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. |
shatter afflictions rune of the psychic (absorb 71; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Aerorin'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Apr +1 ----- def ----- Armour +4 Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
thought-forged iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
reinforced iron shield (0 def, 3 armour, 96% power, 43 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +43 While equipped: ----- def ----- Armour +3 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Shiverstun the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +3% cold Res.pen +5% blight +5% temporal Melee Ret 6 blight 2 temporal 2 cold ----- def ----- Resists +6% blight +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shockwilter the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% lightning Crit.chn- 10.00% Phys.save +9 (+4 eff.) A belt that goes around your waist. |
Singehunter the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% Dmg.mod +12% fire ----- def ----- Defense +9 (+5 eff.) Resists +3% mind +3% fire Stealth +6 A belt that goes around your waist. |
Layurin (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +3% Res.pen +5% acid Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.08 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arcrain' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xetira (5 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +6% darkness Phys.save +6 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +6 (+3 eff.) Disease- +10% Pinning- +10% A pair of boots made of leather. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
restful iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing linen wizard hat of frost (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% blight +15% cold +7% nature A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Hettathel the Thunderwrack (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% fire Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +16% fire Crit.chn- 15.00% ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Lavaweeper' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% acid +3% fire Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Armour +1 Fatigue +1% Resists +12% light +11% darkness Crit.chn- 10.00% A cap made of leather. |
Boltbrawn the iron helm (0 def, 3 armour) =breathe=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Dmg.mod +6% lightning ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% cold ---------- misc Max.psi +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flamerock the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% fire +2% physical +3% temporal Phys.save +12 (+6 eff.) Cut- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Neromina the Gleamoath (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +2 Wil +2 Cun +2 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.80 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Radhirim' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Mag +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.psi +30.00 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Murkquell2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Resists +3% temporal +6% mind +3% darkness Phys.save +7 (+3 eff.) Heal.mod +12% ---------- misc Hate/m.crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Adyratha'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +4.0% Apr +1 ----- def ----- Max.HP +44.00 ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
piercing iron torque of mindblast [power 100] (13 cooldown)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 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration [power 105] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 111 lightning damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jael the Dwarf Stone Warden level 10
45th Dearth 122nd year of Ascendancy at 18:56 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Jael the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 01:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jael the Dwarf Stone Warden level 8
22nd Dearth 122nd year of Ascendancy at 14:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jael the Dwarf Stone Warden level 8
38th Profit 122nd year of Ascendancy at 13:34 see stats
Log
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ritch flamespitter killed Jael!
Saving game...
Saving done.
Resting starts...
Talent Mudslide is ready to use.
Talent Infusion: Healing is ready to use.
Talent Eldritch Blow is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Wild is ready to use.
Talent Stone Vines is ready to use.
Talent Eldritch Slam is ready to use.
Jael activates Stone Vines.
Talent Gem Portal is ready to use.
Talent Stone Touch is ready to use.
Talent Nature's Touch is ready to use.
Talent Shards is ready to use.
Talent Eldritch Infusion is ready to use.
Jael activates Eldritch Infusion.
Jael activates Shards.
Talent Stone Wall is ready to use.
Rested for 50 turns (stop reason: all resources and life at maximum).
There is a Way into the heart of the gloom here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.











































































