












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 1.6.0Official 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.6.0Combines 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: Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 27 / 25% |
Size | huge |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 35th Profit 122nd year of Ascendancy at 05:50 0 / 7Killed by Adiwen the Guardian at level 20 on the 14th Dearth 122nd year of Ascendancy at 13:26 Killed by Celia at level 26 on the 27th Loss 122nd year of Ascendancy at 02:06 Killed by elven cultist at level 26 on the 28th Loss 122nd year of Ascendancy at 07:37 Killed by elven mage at level 26 on the 28th Loss 122nd year of Ascendancy at 11:31 Killed by elven blood mage at level 27 on the 28th Loss 122nd year of Ascendancy at 19:55 Killed by elven corruptor at level 27 on the 29th Loss 122nd year of Ascendancy at 08:13 |
Primary Stats
Strength | 102 (base 30) |
Dexterity | 22 (base 10) |
Constitution | 33.956525006415 (base 30) |
Magic | 46 (base 37) |
Willpower | 51 (base 31) |
Cunning | 26 (base 12) |
Resources
Life | -195/834 |
Mana | 361/361 |
Equilibrium | 45 |
Healing Factor | 1.2761884671673 |
Regeneration | 5.4238009854609 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
Offense: Mainhand
Damage | 155 |
Accuracy | 50 |
Crit Chance | 13% |
APR | 2 |
Speed | 0.91 |
Offense: Offhand
Damage | 69 |
Accuracy | 50 |
Crit Chance | 12% |
APR | 2 |
Speed | 0.91 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Light | +22% |
Physical | +16% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Cold | +25% |
Physical | +17% |
Defense: Base
Armour (hardiness) | 73.015349450685 (100%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 55 |
Mental Save | 38 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 20%( 70%) |
Cold | + 13%( 70%) |
All | + 10%( 70%) |
Darkness | + 38%( 70%) |
Light | + 70%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 26%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 26% |
Knockback Resistance | 33% |
Fear Resistance | 60% |
Disarm Resistance | 82% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 666% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Vines |
talent | Crystalline Focus |
talent | Eldritch Infusion |
talent | Shards |
detrimental effect | The target is infected by a disease, reducing its constitution by 15 and doing 49.54 blight damage per turn. Rotting Disease |
beneficial effect | The target's skin turns to stone, granting 14 armour, 18 physical save and 18 spell save. Also applies 69 armour to all non-physical damage. Dwarven Resilience |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength 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. 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 [Rare] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Fatigue +3% Resists +9% acid +3% temporal +9% light +3% darkness Crit.dmg- 5.00% Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Blind- +20% Disarm- +20% 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 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.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.00 mind and 18.24 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.50 mind and 3.99 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 6.20 mind and 7.06 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On hands | ![]() 1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +6 Fatigue +3% Resists +9% darkness +12% light Crit.dmg- 15.00% Die.at -80.00 life Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +3% cold Apr +2 ----- def ----- Die.at -60.00 life ---------- misc Max.stam +20.00 Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con dps ---------- Mind.pwr +20 (+7 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% fire Phys.save +14 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Disarm- +33% Pinning- +26% Stun/Frz- +40% Knockbk- +33% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 13.93 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +25% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold ---------- misc Masteries +0.20 Wild-gift/Earthen vines +0.20 Spell/Earth Amulets can have magical properties. |
In main hand | ![]() 7.0 T4 shield armor [Ego+] Nature/Master When used to Attack: Power 154% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +134 While equipped: Stats +2 Str +8 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +16% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +8% light +7% darkness Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 Melee+ +12 fire +12 light +12 darkness While equipped: Stats +3 Str +4 Mag +4 Cun dps ---------- Dmg.mod +12% light +14% darkness Melee Ret 8 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +6% physical Acc +15 (+5 eff.) Melee Ret 8 acid ----- def ----- Defense +28 (+12 eff.) Phys.save +13 (+3 eff.) 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 T4 massive armor [Ego+] Master While equipped: ----- def ----- Armour +21 Fatigue +15% Phys.save +9 (+2 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -414 life. The duration and life will increase by 1% for every 1% life you have lost (currently 925 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 354.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 242 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+7 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+7 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Psionic Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +30 mind +20 cold On Crit.r2 +12 darkness On Hit: * 42% chance to reduce all saves and defense by 29 While equipped: Stats +7 Cun +7 Wil dps ---------- Res.pen +20% cold Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +15% cold ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Psionic Power 159% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 mind On Hit.r1 +8 fire On Crit.r2 +20 physical On Hit: * 42% chance to reduce all saves and defense by 29 While equipped: Stats +7 Str +7 Wil +7 Cun dps ---------- Acc +10 (+3 eff.) Melee Ret 8 fire ---------- misc Max.stam +30.00 See.Invis +12 Massive two-handed swords. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 57 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +6% acid Res.pen +11% acid One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +4 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Phys.pwr +10 (+3 eff.) Mind.pwr +4 (+1 eff.) Melee+ 3 lightning 2 physical 3 fire 3 cold 3 acid Dmg.mod +3% physical ----- def ----- Resists +4% lightning +5% physical +4% fire +4% acid +4% cold Phys.save +3 (+0 eff.) Die.at -40.00 life ---------- misc Hate/kill +3.00 Psi/kill +3.00 Max.stam +30.00 Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 73.80 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. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +8 (+3 eff.) Dmg.mod +6% arcane Acc +15 (+5 eff.) Melee Ret 8 physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +5% arcane Max.HP +30.00 HP.reg +1.60 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 T3 whip 1H weapon [Unique] Psionic Power 119% Range: 1.1x Uses 20% Wil, 70% Dex, 10% Cun Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +11.5% Capacity 17 Ranged+ +13 temporal On Hit: * 13% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T3 shield armor [Ego] Master When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +100 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 37.85 to 47.32 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% cold Res.pen +20% nature +10% cold Melee Ret 4 cold ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +5% Resists +7% mind Phys.save +9 (+2 eff.) Mind.save +17 (+6 eff.) Max.HP +56.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +15 (+4 eff.) Melee Ret 8 physical ----- def ----- Armour +9 Fatigue +22% Resists +5% mind Mind.save +13 (+5 eff.) ---------- misc Stam/turn +1.00 Max.stam +20.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% acid Acc +20 (+6 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +20% acid +6% light Die.at -40.00 life ---------- misc Stam/turn +1.00 Light +1 A suit of armour made of metal plates. |
![]() 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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +6 Wil +3 Cun dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +2 (+1 eff.) ---------- misc Hate/m.crit +3.00 Infravis +3 See.Invis +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Armour +0 Defense +6 (+3 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.0 Pwr.cost 42 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 41.39 fire and 48.16 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor [Ego+] Disrupt/Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +4 Fatigue +4% Resists +9% nature +8% blight Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 378.8 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Urek the Dwarf Stone Warden level 20
26th Dearth 122nd year of Ascendancy at 14:24 see stats
By Urek the Dwarf Stone Warden level 22
14th Loss 122nd year of Ascendancy at 17:17 see stats
By Urek the Dwarf Stone Warden level 19
6th Dearth 122nd year of Ascendancy at 06:58 see stats
By Urek the Dwarf Stone Warden level 10
37th Profit 122nd year of Ascendancy at 13:12 see stats
By Urek the Dwarf Stone Warden level 20
14th Dearth 122nd year of Ascendancy at 12:42 see stats
By Urek the Dwarf Stone Warden level 26
18th Loss 122nd year of Ascendancy at 23:13 see stats
By Urek the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 00:01 see stats
By Urek the Dwarf Stone Warden level 27
29th Loss 122nd year of Ascendancy at 03:58 see stats
By Urek the Dwarf Stone Warden level 12
44th Profit 122nd year of Ascendancy at 03:02 see stats
By Urek the Dwarf Stone Warden level 20
26th Dearth 122nd year of Ascendancy at 05:26 see stats
By Urek the Dwarf Stone Warden level 18
27th Wealth 122nd year of Ascendancy at 16:38 see stats
Log
Urek hits Mean looking elven guard for 69 nature, 0 arcane, 16 arcane, 15 light, 61 nature, 16 fire, 12 light, 19 darkness, 0 arcane, 16 arcane, 15 light (238 total damage).
Urek hits Wretchling for 29 light, 29 light (58 total damage).
Elven corruptor casts Timeless.
Elven blood mage's Blood Grasp hits Urek for 136 blight damage.
Elven blood mage receives 29 healing from Elven blood mage's Blood Grasp.
Elven corruptor casts Soul Rot.
Elven corruptor's Soul Rot hits Urek for 336 blight damage.
LIFE LOST WARNING!
Elven corruptor's Soul Rot hits Urek for 239 blight damage.
Keyboard input temporarily disabled.
Urek uses Resilience of the Dwarves.
Urek's skin turns to stone.
Urek uses Nature's Touch.
Urek's mind surges with critical power!
Urek receives 404 healing.
Elven corruptor casts Drain.
Elven corruptor's spell attains critical power!
Elven blood mage casts Drain.
Wretchling's acid area effect hits Urek for (24 resist armour), 0 acid (0 total damage).
Wretchling's acid area effect hits Elven corruptor for (25 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Mean looking elven guard for 29 acid damage.
Elven corruptor hits Urek for (69 resist armour), 206 blight (206 total damage).
Stone Vine from Urek hits Mean looking elven guard for 23 nature, 16 arcane (39 total damage).
Stone Vine from Urek hits Wretchling for 23 nature, 16 arcane (39 total damage).
Elven blood mage hits Urek for (69 resist armour), 90 blight (90 total damage).
Elven corruptor casts Drain.
Elven corruptor's spell attains critical power!
Saving game...