










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 | Wyrmic |
Level / Exp | 27 / 43% |
Size | medium |
Lifes / Deaths | Killed by Xanetira the dragon turtle at level 15 on the 21st Wealth 122nd year of Ascendancy at 03:00 0 / 7Killed by Horned Horror at level 17 on the 28th Wealth 122nd year of Ascendancy at 08:46 Killed by Horned Horror at level 17 on the 28th Wealth 122nd year of Ascendancy at 11:06 Killed by Bethalaith the white ooze at level 17 on the 7th Dearth 122nd year of Ascendancy at 05:25 Killed by flame turret at level 25 on the 14th Shortage 122nd year of Ascendancy at 07:55 Killed by Yvoletira the elven elite warrior at level 27 on the 9th Iron 123rd year of Ascendancy at 07:24 Killed by elven blood mage at level 27 on the 9th Iron 123rd year of Ascendancy at 13:48 |
Primary Stats
Strength | 24 (base 29) |
Dexterity | 2 (base 10) |
Constitution | 27 (base 24) |
Magic | 40 (base 37) |
Willpower | 81 (base 43) |
Cunning | 51 (base 10) |
Resources
Life | -99/1206 |
Equilibrium | 75 |
Stamina | 370/370 |
Soul | 5/10 |
Healing Factor | 1.1294416243655 |
Regeneration | 19.17942675294 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +467.07456836941% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 4 |
Offense: Mainhand
Damage | 77 |
Accuracy | 26 |
Crit Chance | 16% |
APR | 15 |
Speed | 0.97 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 21% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +31% |
Blight | +13% |
Physical | +13% |
Cold | +13% |
All | 0% |
Darkness | +28% |
Light | +15% |
Lightning | +13% |
Fire | +13% |
Nature | +17% |
Offense: Damage Penetration
Acid | +63% |
Blight | +13% |
Physical | +13% |
Cold | +18% |
All | 0% |
Lightning | +23% |
Temporal | +5% |
Darkness | +23% |
Fire | +13% |
Nature | +13% |
Defense: Base
Armour (hardiness) | 36.443433243928 (100%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 24 |
Physical Save | 44 |
Spell Save | 56 |
Mental Save | 56 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | -1%( 70%) |
Arcane | -4%( 70%) |
Cold | + 30%( 70%) |
All | -10%( 70%) |
Darkness | + 28%( 70%) |
Physical | + 25%( 70%) |
Temporal | + 13%( 70%) |
Lightning | +100%(170%) |
Mind | + 7%( 70%) |
Fire | + 51%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 9% |
Instadeath Resistance | 100% |
Blind Resistance | 9% |
Poison Resistance | 0% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% 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. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 darkness, 5 cold, 5 mind, 4 temporal |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Raze |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target is attuned to the wild, increasing all damage affinity by 18% and reducing a random debuff duration by 3 each turn. Primal Attunement |
detrimental effect | The target has been splashed with acid, taking 44.83 acid damage per turn, reducing armour by 15 and attack by 15. Acid Splash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 22. Illness |
beneficial effect | Turn into pure lightning, moving 496% faster. It also increases your lightning resistance by 100% and your physical resistance by 30%. Lightning Speed |
beneficial effect | The target's skin turns to stone, granting 12 armour, 16 physical save and 16 spell save. Dwarven Resilience |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
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 failed to protect the injured seer from death by snow giant chieftain. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)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 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed snow giant kidney. * You've found the needed ice wyrm 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 red crystal shard. * You've found the needed pouch of bone giant dust. * You've found the needed pouch of luminous horror dust. | 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 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +15% acid Melee Ret 6 arcane ----- def ----- Armour +5 Fatigue +3% ---------- misc Max.vim +40.00 Light +2 Infravis +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 127, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 156.33 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +3 Wil +8 Cun dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% temporal Apr +8 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +18% fire +9% cold +11% lightning Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Resists +12% fire +5% arcane +12% nature Max.HP +80.00 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 84 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +13 Cun +11 Wil dps ---------- Crit.mult +5.00% Mind.pwr +11 (+3 eff.) Melee Ret 4 mind ----- def ----- Defense +12 (+8 eff.) Resists +22% acid +17% fire +22% cold +18% lightning Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% cold ----- def ----- Resists +12% acid +15% temporal +6% blight +6% fire +3% cold Spell.save +12 (+4 eff.) ---------- misc Max.stam +14.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Resists +6% lightning +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Nature Power 168% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +16 Wil +7 Con ----- def ----- Max.HP +56.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor [Rare] Master While equipped: Stats +6 Str +3 Dex dps ---------- Phys.crit +1.0% Mind.crit +4% Phys.pwr +5 (+2 eff.) Mind.pwr +10 (+3 eff.) Apr +4 ----- def ----- Armour +2 Fatigue +3% 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. |
Main armor | ![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +16 Defense +7 (+6 eff.) Fatigue +22% Mind.save +10 (+4 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +9% acid Res.pen +10% lightning +25% acid Melee Ret 8 acid ----- def ----- Defense +2 (+2 eff.) Resists +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +12 Cun +4 Con dps ---------- Mind.crit +4% Crit.mult +20.00% Mov.spd +10% ----- def ----- Fatigue -9% Resists +15% mind Mind.save +6 (+2 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.10 Psi/ret +0.12 Hate/m.crit +3.00 Amulets can have magical properties. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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 201.45 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% nature +15% acid Melee Ret 4 cold ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +16% nature ----- def ----- Resists +32% nature Spell.save +12 (+4 eff.) ---------- misc Max.stam +32.00 Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +36% Crit.mult +34.00% Spell.pwr +15 (+7 eff.) Dmg.mod +3% lightning +36% temporal Res.pen +15% temporal ----- def ----- Resists +6% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 158% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +9 (+5 eff.) Apr +12 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: dps ---------- Res.pen +13% all Acc +12 (+6 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Power 139% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +11 Wil +3 Cun +7 Con One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 35% Str, 55% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 115% Range: 1.3x Uses 40% Wil, 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +19.00% Apr +9 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 134% Range: 1.3x Uses 40% Wil, 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +8 Mag +7 Wil +6 Cun +7 Con Sharp, short and deadly. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 ice Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Res.pen +13% cold +17% physical ----- def ----- Armour +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Res.pen +7% physical Phasing +11% Acc +9 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 117% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Power 155% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +12 nature +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 254 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Str 39 [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 120% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +4 Mag +5 Wil +2 Cun +2 Con dps ---------- Spell.crit +6% Spell.pwr +18 (+9 eff.) Dmg.mod +9% darkness +5% light +9% nature +9% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+8 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 22.61 to 28.27 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. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+10 eff.) Resists -10% cold +50% fire +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+6 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +10 Defense +14 (+9 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +12% Max.HP +29.00 HP.reg +6.80 Heal.mod +14% ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +9 (+7 eff.) Resists +24% fire +27% light +6% mind Crit.dmg- 15.00% Phys.save +18 (+6 eff.) Stealth +8 Blind- +20% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+4 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 11% chance to evade melee and ranged attacks and 1 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Wil +1 Mag ----- def ----- Defense +2 (+2 eff.) Resists +19% darkness +16% temporal Spell.save +10 (+3 eff.) Def/telep +21 Res/telep +11% Dur/telep +20% ---------- misc Max.mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T4 hands armor [Ego++] Arcane While equipped: Stats +4 Wil +6 Mag dps ---------- Spell.crit +6% Spell.pwr +16 (+8 eff.) Melee+ 11 arcane Dmg.mod +6% arcane ----- def ----- Armour +3 Fatigue +5% Resists +6% arcane ---------- misc Mana/turn +0.23 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.44 to 73.32 lightning damage (48.88 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +9 Dex +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.20 Equi/ret +0.90 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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 43.2 Physical damage. If the attack hits, the target is confused (11% 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 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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 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. |
![]() 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 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Ronek the Dwarf Wyrmic level 20
45th Dearth 122nd year of Ascendancy at 20:15 see stats
By Ronek the Dwarf Wyrmic level 18
15th Dearth 122nd year of Ascendancy at 12:04 see stats
By Ronek the Dwarf Wyrmic level 10
17th Profit 122nd year of Ascendancy at 19:52 see stats
By Ronek the Dwarf Wyrmic level 20
37th Dearth 122nd year of Ascendancy at 16:06 see stats
By Ronek the Dwarf Wyrmic level 13
32nd Profit 122nd year of Ascendancy at 17:27 see stats
By Ronek the Dwarf Wyrmic level 25
14th Shortage 122nd year of Ascendancy at 07:43 see stats
By Ronek the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 14:38 see stats
By Ronek the Dwarf Wyrmic level 11
18th Profit 122nd year of Ascendancy at 21:42 see stats
By Ronek the Dwarf Wyrmic level 15
24th Wealth 122nd year of Ascendancy at 06:44 see stats
By Ronek the Dwarf Wyrmic level 17
6th Dearth 122nd year of Ascendancy at 23:58 see stats
Log
Ronek's corrosive acid area effect hits Something for 84 acid damage.
Raze hits Nerotira the elven blood mage for 21 darkness damage.
Raze hits Elven guard for (23 absorbed), 0 darkness (0 total damage).
Nerotira the elven blood mage casts Timeless.
Nerotira the elven blood mage has shook off the effects of their corrosion.
Nerotira the elven blood mage is no longer poisoned.
Ronek's corrosive acid area effect killed Mean looking elven guard!
Nerotira the elven blood mage uses Dual Strike.
Nerotira the elven blood mage performs a melee critical strike against Ronek!
Nerotira the elven blood mage's spell attains critical power!
Ronek is covered in acid!
Ronek is stunned!
Nerotira the elven blood mage performs a melee critical strike against Ronek!
Ronek is afflicted by a crippling illness!
Ronek HEALS from darkness damage!
Melee retaliation hits Nerotira the elven blood mage for 2 nature, 10 acid, 3 mind, 5 arcane, 1 nature, 4 acid, 1 mind, 2 arcane (30 total damage).
Raze hits Nerotira the elven blood mage for 21 darkness, 21 darkness, 21 darkness, 21 darkness, 8 darkness, 8 darkness, 8 darkness, 8 darkness (117 total damage).
Nerotira the elven blood mage hits Ronek for 83 physical, 34 darkness, 15 healing, 309 physical, 18 blight, 42 darkness, 13 healing (486 total damage) [28 healing].
Ronek gains 1% of a turn from Ancestral Life.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Ronek uses Infusion: Primal.
Ronek attunes to the wild.
Ronek uses Resilience of the Dwarves.
Ronek's skin turns to stone.
Ronek uses Lightning Speed.
Ronek turns into pure lightning!.
Ronek is free from the decrepitude disease.
Saving game...