












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 27 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Aryta the black bear at level 27 on the 19th Iron 123rd year of Ascendancy at 19:01 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 67 (base 57) |
| Dexterity | 51 (base 33) |
| Constitution | 61 (base 30) |
| Magic | 8 (base 10) |
| Willpower | 50 (base 13) |
| Cunning | 33 (base 11) |
Resources
| Life | -135/1102 |
| Stamina | 229/298 |
| Equilibrium | 3 |
| Healing Factor | 1.3349470706755 |
| Regeneration | 7.5658752341749 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 62 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Mind | +29% |
| Darkness | +14% |
| Physical | +5% |
| Cold | +23% |
| All | +2% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +15% |
| Acid | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.151787968034%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 42 |
| Physical Save | 62 |
| Spell Save | 66 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 50%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 57%( 70%) |
| Darkness | + 41%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 57%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 640% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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 4 turns. 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 299 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Emesemira the snow giant. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by giant acid ant. Escort: repented thief (level 3 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. You have been shown a secret entrance to his stronghold. | 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 the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of dwarven-steel boots 'Runemasta' (5 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Cun +3 Con dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +3% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Unlighttitan (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +10 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% lightning Melee Ret 8 darkness ----- def ----- Armour +5 Fatigue +5% Resists +12% darkness ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) ----- 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. |
| Tool | Relguruiromindil the yew totem of healing [power 272] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +7% Mind.pwr +5 (+3 eff.) Res.pen +10% arcane ---------- misc Hate/m.crit +5.00 Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Saluwen'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +3 Wil dps ---------- Crit.mult +15.00% Melee+ 18 physical Ranged+ 14 physical Res.pen +15% acid Acc +15 (+4 eff.) On Hit (Melee): * 16% chance to reduce all saves and defense by 24 On Hit (Ranged): * 14% chance to reduce all saves and defense by 24 ----- def ----- Resists +2% physical ---------- misc Hate/m.crit +1.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
| 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 18.01 cold and 15.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 13/60 This azure ring seems to be always moist to the touch. |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
| In main hand | voratun mace 'Carrionhunter' (156% power, 6 apr)3.0 T5 mace 1H weapon [Rare] Disrupt Power 157% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +14% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +18% mind +6% cold ----- def ----- Resists +20% nature Blunt and deadly. |
| Around waist | drakeskin leather belt 'Hailpiety'1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +6 Wil +4 Cun dps ---------- Phys.crit +11.0% Mind.crit +11% Crit.mult +10.00% Dmg.mod +9% mind Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% cold A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 134% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Boltvagrant the cashmere cloak (17 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Res.pen +5% lightning Acc +10 (+2 eff.) ----- def ----- Defense +17 (+6 eff.) Resists +9% lightning Phys.save +10 (+2 eff.) Max.HP +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Strikereign (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 6 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +16 Fatigue +22% Resists +34% lightning ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (res 26%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 398; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 398 damage for 5 turns. 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. |
voratun amulet 'Chudin'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +6 Defense +9 (+3 eff.) Resists +6% light +3% physical Res.Cap +7% all Phys.save +37 (+9 eff.) Poison- +20% Amulets make your neck look great! |
mule's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +3.00 Stun/Frz- +20% ---------- misc Max.enc +24 Rings make your fingers look great! |
Daimekalthogorn the voratun dagger (161% power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 162% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Spell.crit +4% Apr +2 ----- def ----- Spell.save +9 (+2 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
manaburning dwarven-steel dagger of massacre (134% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt/Master Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 14 arcane resource burn Sharp, short and deadly. |
voratun mace 'Stormream' (154% power, 6 apr)3.0 T5 mace 1H weapon [Rare] Nature Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +42 fire While equipped: dps ---------- All.spd +7% Res.pen +25% lightning +11% fire +5% nature ----- def ----- Defense +5 (+2 eff.) Resists +3% light +3% fire Blind- +20% Silence- +20% Knockbk- +20% Blunt and deadly. |
dragonbone vilestaff 'Mayadawyn' (136% power, 6 apr, fire element)5.0 T5 staff 1H weapon Reqs Mag 48 [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +9 (+2 eff.) Spell.pwr +24 (+6 eff.) Dmg.mod +30% fire Res.pen +15% mind +15% acid Acc +10 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Balachak the Airglory (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Dmg.mod +6% lightning Acc +11 (+3 eff.) ----- def ----- Defense +21 (+7 eff.) Resists +18% blight +3% light +9% nature Disarm- +32% One-handed war axes. |
Muckwither1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature ----- def ----- Resists +6% lightning +8% temporal +9% light +4% physical HP.reg +4.00 Heal.mod +20% A belt that goes around your waist. |
linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of fog (6 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +6 (+2 eff.) Resists +11% light +11% fire Mind.save +6 (+2 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulildir (0 def, 0 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% temporal +5% arcane +15% fire +6% nature +15% all Spell.save +3 (+1 eff.) Mind.save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Flareparry' (0 def, 4 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +17% mind +6% fire Res.pen +25% fire Melee Ret 4 fire ----- def ----- Armour +4 Resists +15% temporal +17% mind +15% all Heal.mod +10% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather gloves 'Oozehunter' (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 14 mind Dmg.mod +17% mind +9% nature Res.pen +5% mind Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 * 20% chance to reduce armor by 7% ----- def ----- Armour +3 Resists +8% mind +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Porabretta (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +3 Mag +2 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness Phys.save +13 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Vim/s.crit +2.00 Light +2 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
drakeskin leather cap 'Sleetquake' (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% acid Melee Ret 10 acid 4 cold ----- def ----- Armour +5 Fatigue +5% Resists +15% cold +14% light +19% darkness A cap made of leather. |
Radianceglean the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +14% blight +20% nature +20% light A suit of armour made of leather. |
marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +8% Phys.save +6 (+1 eff.) Max.HP +25.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
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 (+3 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. |
shocking dwarven-steel shield (0 def, 6 armour, 135% power, 86.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature 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 +86 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 2 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
85 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
9 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Offalspiker the pouch of voratun shots (21/21, 170% power, 14 apr)3.0 T5 shot ammo [Rare] Master Power 171% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +14 Crit +15.0% Capacity 21 Proj.spd +200% Ranged+ +16 mind +16 nature On Hit.r1 +8 acid On Crit.r2 +16 acid On Hit: * 20% chance to reduce armor by 7% * 20% chance to reduce all saves and defense by 24 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of crippling (24/24, 139% power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 24 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. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
12 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. |
14 zircon0.0 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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By dale vieja the Dwarf Bulwark level 21
35th Dearth 122nd year of Ascendancy at 06:39 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By dale vieja the Dwarf Bulwark level 20
15th Dearth 122nd year of Ascendancy at 22:45 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By dale vieja the Dwarf Bulwark level 25
20th Shortage 122nd year of Ascendancy at 19:02 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By dale vieja the Dwarf Bulwark level 24
42nd Dearth 122nd year of Ascendancy at 09:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By dale vieja the Dwarf Bulwark level 20
27th Dearth 122nd year of Ascendancy at 00:38 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By dale vieja the Dwarf Bulwark level 26
15th Iron 123rd year of Ascendancy at 17:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By dale vieja the Dwarf Bulwark level 10
11st Profit 122nd year of Ascendancy at 14:50 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By dale vieja the Dwarf Bulwark level 20
26th Wealth 122nd year of Ascendancy at 04:19 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By dale vieja the Dwarf Bulwark level 24
19th Shortage 122nd year of Ascendancy at 12:38 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By dale vieja the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 21:35 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By dale vieja the Dwarf Bulwark level 8
7th Profit 122nd year of Ascendancy at 19:36 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By dale vieja the Dwarf Bulwark level 22
39th Dearth 122nd year of Ascendancy at 21:07 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By dale vieja the Dwarf Bulwark level 25
23rd Shortage 122nd year of Ascendancy at 12:31 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By dale vieja the Dwarf Bulwark level 26
15th Iron 123rd year of Ascendancy at 16:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By dale vieja the Dwarf Bulwark level 18
16th Wealth 122nd year of Ascendancy at 00:27 see stats
Log
Adolenor the brown bear is not dazed anymore.
Ritch flamespitter's morale has been lowered.
Zubissra the black bear hits Iceblock for 10 mind, 0 arcane, 9 lightning, 9 mind, 9 lightning (36 total damage).
Brown bear is encased in ice!
Rimebark's ice area effect hits Zubissra the black bear for (20 to ice), 30 cold (30 total damage).
Rimebark's ice area effect hits Brown bear for 50 cold damage.
Rimebark's ice area effect hits Turtle for (25 to ice), 37 cold (37 total damage).
Rimebark's morale has been lowered.
Dale vieja slides on a rock!
Dale vieja resists!
Dale vieja is no longer attuned.
Talent Shield Pummel is ready to use.
Agony from Aryta the black bear hits dale vieja for 19 mind damage.
Brown bear resists!
Rimebark's ice area effect hits Brown bear for (20 to ice), 30 cold (30 total damage).
Dale vieja slows down.
Talent Vitality is ready to use.
Agony from Aryta the black bear hits dale vieja for 29 mind damage.
Agony from Aryta the black bear hits dale vieja for 38 mind damage.
dale vieja the level 27 dwarf bulwark was mentally tortured to death by Aryta the black bear on level 2 of Bearscape.
































































































