










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 13 / 61% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 37) |
| Dexterity | 35 (base 37) |
| Constitution | 32.047023473319 (base 37) |
| Magic | 35 (base 37) |
| Willpower | 48 (base 37) |
| Cunning | 41 (base 37) |
Resources
| Life | 4151/4151 |
| Stamina | 171/171 |
| Equilibrium | 30 |
| Healing Factor | 1.1727489175803 |
| Regeneration | 1421.6434156833 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +160% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 62.771462554762 |
| See Invisible | 62.771462554762 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 59 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Cold | +25% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 1267.6213848737 (94.051442452011%) |
| Defense | 211 |
| Ranged Defense | 211 |
| Fatigue | 34 |
| Physical Save | 213 |
| Spell Save | 218 |
| Mental Save | 211 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Nature | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | +131%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Superiority | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Warcries | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Shield Wall |
| talent | Antimagic Shield |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 28.16 blight damage per turn. Rotting Disease |
| beneficial effect | You gain 22% resistance against blight. Resolve |
Quests
You successfully escorted the stranded daemon-powered to the recall portal on level 1 of Dreadfell. Escort: stranded daemon-powered (level 1 of Dreadfell)As a reward you gained talent category Wild-gift / Moss (at mastery 1.00). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
| On head | Cloud Caller (0 def, 0 armour)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 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.25 to 105.76 lightning damage (70.50 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.98 cold and 14.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 34 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Glyba the Glintqueen1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +20% Summoned On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +10 Resists +6% nature D.Red.from +24% Summoned Die.at -80.00 life Knockbk- +10% ---------- misc Light +2 A belt that goes around your waist. |
| In main hand | iron longsword (105% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) 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 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- 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. |
| Cloak | resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
Inventory
shatter afflictions rune of the titan (absorb 76; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 76 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 52; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Blindsnake'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +25% darkness Melee Ret 4 mind ----- def ----- Defense +6 (+1 eff.) Resists +3% temporal ---------- misc Psi/ret +0.24 Rings make your fingers look great! |
Arolrann the Singesnake (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) S.pwr/crit +6 Dmg.mod +12% blight +26% fire +6% arcane Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Resists +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of might (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+5 eff.) Dmg.mod +20% blight ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Shadelore' (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +20 darkness On Hit: 20% Curse of Impotence 2 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +21% fire Massive two-handed battleaxes. |
flaming steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. |
balanced dwarven-steel mace of erosion (134% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +29% Blunt and deadly. |
Emodhewyn the Murkripper (138% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +16 darkness While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% darkness ----- def ----- Resists +6% mind +30% fire One-handed war axes. |
arcing dwarven-steel waraxe of massacre (129% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage One-handed war axes. |
plaguebringer's dwarven-steel waraxe of evisceration (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 16 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) ----- def ----- Disease- +14% One-handed war axes. |
creative thorny mindstar of life (91% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +19.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+5 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Earthrace the quiver of yew arrows (23/23, 159% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 160% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 23 Proj.spd +200% On Hit.r1 +20 nature On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
tundral pouch of dwarven-steel shots of crippling (22/22, 138% power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Master Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 22 Ranged+ +10 cold On Crit.r2 +7 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
iron shield (0 def, 2 armour, 100% power, 23 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +23 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield (0 def, 6 armour, 135% power, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +15 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +26 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
ancient woollen robe of lightning (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% lightning +6% temporal +6% physical Res.pen +5% temporal +6% physical ----- def ----- Resists +18% lightning +9% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Noongore' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +6 Mag +6 Wil +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +5% lightning +7% physical +12% light +15% fire +6% temporal +14% cold Melee Ret 4 light ----- def ----- Resists +7% lightning +8% cold +22% fire +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+4 eff.) Dmg.mod +7% arcane +13% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Runyzor (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +7.0% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +12% temporal +19% fire Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
Elitira the Stokesaw (9 def, 14 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire Dmg.mod +9% nature +12% fire Res.pen +10% light +25% fire Melee Ret 4 nature ----- def ----- Armour +14 Defense +9 (+1 eff.) Fatigue +8% Resists +12% fire +16% physical A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +14 Defense +3 (+0 eff.) Fatigue +6% Resists +11% nature +12% blight Phys.save +7 (+1 eff.) A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Max.HP +32.00 HP.reg +6.00 Heal.mod +10% A suit of armour made of mail. |
traveler's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -5% Phys.save +10 (+1 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
cashmere wizard hat 'Betosema' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Melee Ret 4 blight ----- def ----- Defense +2 (+0 eff.) Resists +3% light +22% cold Phys.save +15 (+2 eff.) Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
Armerek (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- S.pwr/crit +4 Phasing +20% ----- def ----- Armour +3 Fatigue +3% ---------- misc Mana/turn +0.20 Psi/ret +0.16 Max.vim +20.00 A cap made of leather. |
Airfame the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% temporal Res.pen +15% lightning +15% temporal ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +12% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poliyalle (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% blight Melee Ret 8 temporal ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +9% blight Spell.save +6 (+1 eff.) Max.HP +72.00 Heal.mod +13% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
warded yew wand of shielding [power 290] (12 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 blight +3 mind +3 nature +4 darkness Talents +1 Ward Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Mardublek' [power 230] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Res.pen +10% physical Apr +2 ----- def ----- Resists +1% physical ---------- misc Stam/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (253 total damage) Puts all charms on 9 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Arti the Dwarf Bulwark level 10
19th Dearth 122nd year of Ascendancy at 16:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arti the Dwarf Bulwark level 10
16th Dearth 122nd year of Ascendancy at 04:37 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Arti the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 06:11 see stats
Log
Melee retaliation hits Arti for (4 antimagic), 0 lightning (0 total damage).
Lisenor the greater gwelgoroth hits Arti for 2 mind damage.
Arti killed Lisenor the greater gwelgoroth!
Lisenor the greater gwelgoroth's fire area effect hits Arti for (2 antimagic), 0 fire (0 total damage).
Arti picks up (o.): cashmere robe 'Noongore' (0 def, 0 armour).
Arti picks up (l.): gifted thorny mindstar of balance (96% power, 24 apr, mind damage).
Arti picks up (h.): flaming steel longsword (110% power, 3 apr).
Arti picks up (r.): timebroken cashmere robe (0 def, 0 armour).
Arti picks up (o.): tundral pouch of dwarven-steel shots of crippling (22/22, 138% power, 3 apr).
Arti picks up (L.): warded yew wand of shielding [power 290] (12 cooldown).
Arti picks up (w.): traveler's pair of hardened leather boots (0 def, 3 armour).
Arti picks up (w.): stralite mail armour of Eyal (4 def, 8 armour).
Arti picks up (q.): windwalling dwarven-steel shield (0 def, 6 armour, 135% power, 75.5 block).
Arti picks up (m.): creative thorny mindstar of life (91% power, 24 apr, nature damage).
Arti is no longer attuned.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Arti picks up (w.): Elitira the Stokesaw (9 def, 14 armour).
Elven corruptor casts Blood Spray.
Ran for 13 turns (stop reason: detrimental status effect).
Arti is afflicted by a rotting disease!
Arti attunes to the damage.
Elven corruptor hits Arti for (53 antimagic), 2 blight (2 total damage).
Rotting Disease from Elven corruptor hits Arti for (11 antimagic), 0 blight (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (elven corruptor - offscreen)).












































































































