












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Items Vault 1.7.6Donators/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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 28 / 46% |
| Size | big |
| Lifes / Deaths | Killed by Emegath the gelatinous cube at level 17 on the 19th Loss 122nd year of Ascendancy at 01:30 0 / 7Killed by snow giant boulder thrower at level 22 on the 35th Steel 123rd year of Ascendancy at 01:50 Killed by Moving truestriking dwarven-steel greatsword of evisceration at level 22 on the 5th Gold 123rd year of Ascendancy at 02:54 Killed by Moving honing thorny mindstar of clarity at level 22 on the 5th Gold 123rd year of Ascendancy at 06:17 Killed by Poltergeist Tirakai's Maul at level 23 on the 5th Gold 123rd year of Ascendancy at 13:17 Killed by Xeragatha the Guardian at level 24 on the 28th Stralite 123rd year of Ascendancy at 13:25 Killed by ghast at level 28 on the 36th Profit 123rd year of Ascendancy at 23:53 |
| Antimagic | Follower |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 12 (base 14) |
| Constitution | 37 (base 34) |
| Magic | 8 (base 10) |
| Willpower | 36 (base 28) |
| Cunning | 10 (base 10) |
Resources
| Life | -30/1139 |
| Stamina | 186/246 |
| Equilibrium | 0 |
| Healing Factor | 1.3041015905906 |
| Regeneration | 12.512839882376 |
Speed
| Mental | +1.1102230246252E-13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 40 |
| Crit Chance | 2% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Acid | +3% |
| Light | +10% |
| Darkness | +6% |
| Cold | +10% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 47.511077022655 (89.749889547741%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 50 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | 0%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 13%( 70%) |
| Lightning | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by white crystal. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Shardskin. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by faerlhing. Escort: repented thief (level 6 of Dreadfell) | 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 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. * 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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 199. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed faerlhing fang. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. pair of rough leather boots 'Dagedrachak' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Dagedrachak' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Damage when hit (Melee): 2(-) arcane Changes resistances: +6%(-) temporal Changes resistances penetration: +5%(-) physical Critical mult.: +5.00% (-) Maximum encumbrance: +23 (-) Physical save: +6 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | [vs. drakeskin leather gloves of regeneration (0 def, 3 armour) (On hands)]drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-) Life regen: +1.70 (-) Stamina each turn: +0.30 (-) Psi each turn: +0.10 (-) 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. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+6 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-4 eff.) (-) You heal for 2.5% of the damage you deal. Healing during current combat: 67.07 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| On fingers | [vs. Bloodcaller (On fingers, 1 of 2)]Glorymira the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +4 Str Changes resistances: +12% acid Changes damage: +3% acid / +3% mind Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Stun/Freeze immunity: +24% Life regen: +1.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. dwarven-steel mace of amnesia (30-42 power, 4 apr) (In main hand)]dwarven-steel mace of amnesia (30-42 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. |
| Around waist | [vs. blurring rough leather belt of resilience (Around waist)]blurring rough leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+8 eff.) (-) Stealth bonus: +5 (-) Maximum life: +32.00 (-) A belt that goes around your waist. |
| In off hand | [vs. dwarven-steel shield of resistance (0 def, 6 armour, 32-39 power, 86 block) (In off hand)]dwarven-steel shield of resistance (0 def, 6 armour, 32-39 power, 86 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +86 (-) When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes resistances: +5%(-) acid / +7%(-) fire / +7%(-) lightning / +7%(-) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. Magmastrider (7 def, 0 armour) (Cloak)]Magmastrider (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +25 (+7 eff.) (-) Defense: +7 (+6 eff.) (-) Changes stats: +3(-) Str Changes resistances: +6%(-) fire Changes resistances penetration: +20%(-) fire Changes damage: +3%(-) physical Physical save: +6 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Bleakprophet (0 def, 23 armour) (Main armor)]Bleakprophet (0 def, 23 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 (-) Fatigue: +22% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 13% Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 4(-) darkness Changes resistances: +9%(-) acid / +12%(-) darkness Changes damage: +6%(-) darkness A suit of armour made of metal plates. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 236; 16 cd)] (on body, 1 of 2)]regeneration infusion of the titan (heal 253; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(-3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253(-238) life over 5 turns. Its effects scale with your -Strength, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 236; 16 cd)] (on body, 1 of 2)]regeneration infusion of the warrior (heal 471; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17(+1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471(-20) life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
[vs. Withering Orbs (Around neck)]Samakan the Airfury Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 46% Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +3% acid / +11% temporal / +12% lightning Spell save: +6 (+2 eff.) Pinning immunity: +20% Knockback immunity: +23% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets make your neck look great! |
[vs. Withering Orbs (Around neck)]vitalizing gold amulet of constitution (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +7 Con Physical save: +11 (+3 eff.) Life regen: +4.00 Maximum life: +33.00 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets make your neck look great! |
[vs. Bloodcaller (On fingers, 1 of 2)]Barosakor the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +9% mind Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Stun/Freeze immunity: +20% Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. dwarven-steel mace of amnesia (30-42 power, 4 apr) (In main hand)]dwarven-steel mace 'Ivukira' (28-39 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2(-2.0 - -2.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: * 13% chance to reduce all saves and defense by 20 - 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +12% lightning / +9% fire / +3% cold / +3% blight Changes resistances penetration: +15% acid Blunt and deadly. |
[vs. dwarven-steel mace of amnesia (30-42 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Nelen (18-24 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1(-11.5 - -17.9) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+3) Crit. chance: +8.0% (+6.5%) Attack speed: 100% (-) When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: - 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +4 physical Damage (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +8 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances: +3% physical Changes resistances penetration: +8% physical Disarm immunity: +37% Maximum stamina: +20.00 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. dwarven-steel mace of amnesia (30-42 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Spelldrinker (27-35 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1(-3.0 - -6.9) Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 (+4) Crit. chance: +9.0% (+7.5%) Attack speed: 100% (-) When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: + steals up to 50 mana from the target - 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Tap to cycle through comparison choices |
[vs. Bleakprophet (0 def, 23 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-15) Defense: +3 (+1 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 0(-4) darkness Changes resistances: +0%(-9%) acid / +0%(-12%) darkness Changes damage: +0%(-6%) darkness A suit of armour made of mail. |
[vs. Bleakprophet (0 def, 23 armour) (Main armor)]enlightening stralite mail armour of implacability (4 def, 13 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 (-10) Defense: +4 (+2 eff.) Fatigue: +7% (-15%) Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 0(-4) darkness Changes stats: +4 Cun / +3 Wil Changes resistances: +0%(-9%) acid / +0%(-12%) darkness Changes damage: +0%(-6%) darkness Physical save: +7 (+2 eff.) Mental save: +13 (+7 eff.) A suit of armour made of mail. |
[vs. Bleakprophet (0 def, 23 armour) (Main armor)]enlightening steel plate armour of implacability (0 def, 14 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 (-9) Fatigue: +17% (-5%) Damage (Melee): 0(-20) item acid corrode / 0(-20) item darkness numbing Damage when hit (Melee): 0(-4) darkness Changes stats: +4 Cun / +3 Wil Changes resistances: +0%(-9%) acid / +0%(-12%) darkness Changes damage: +0%(-6%) darkness Physical save: +6 (+2 eff.) Mental save: +12 (+6 eff.) A suit of armour made of metal plates. |
[vs. Magmastrider (7 def, 0 armour) (Cloak)]linen cloak 'Zubagassra' (21 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) (-15 (-4 eff.)) Armour: +8 Defense: +21 (+13 eff.) (+14 (+7 eff.)) Changes stats: +0(-3) Str Changes resistances: +0%(-6%) fire / +10% cold Changes resistances penetration: +5% acid / +0%(-20%) fire Changes damage: +0%(-3%) physical Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-6 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots 'Dagedrachak' (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +3% (+8%) Damage when hit (Melee): 0(-2) arcane Changes resistances: +0%(-6%) temporal Changes resistances penetration: +0%(-5%) physical Critical mult.: +0.00% (-5.00%) Maximum encumbrance: +0 (-23) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Stamina each turn: +0.60 Maximum stamina: +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. drakeskin leather gloves of regeneration (0 def, 3 armour) (On hands)]cinder dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +2 (-1) Fatigue: +3% Damage (Melee): 7 fire Changes resistances: +7% blight / +6% fire Changes damage: +4% fire Spell save: +10 (+4 eff.) Life regen: +0.00 (-1.70) Stamina each turn: +0.00 (-0.30) Psi each turn: +0.00 (-0.10) 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. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +0%(-10%) lightning / +10% temporal / +0%(-10%) cold / +10% physical Changes damage: +0%(-10%) lightning / +0%(-10%) cold Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+8 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. catburglar's dwarven-steel helm of dexterity (+9) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +9 Dex Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +15% darkness Changes damage: +0%(-10%) lightning / +0%(-10%) cold Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Eye of the Dreaming One (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes stats: +0(-5) Wil Changes damage: +5% blight Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Eye of the Dreaming One (Tool)]miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. Eye of the Dreaming One (Tool)]This item will automatically be transmogrified when you leave the level. steel torque of mindblast [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jack the Dwarf Bulwark level 19
13rd Shortage 122nd year of Ascendancy at 04:31 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Jack the Dwarf Bulwark level 14
11st Dearth 122nd year of Ascendancy at 04:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jack the Dwarf Bulwark level 24
14th Gold 123rd year of Ascendancy at 11:21 see stats
Exterminator
Killed 1000 creatures.By Jack the Dwarf Bulwark level 19
12nd Shortage 122nd year of Ascendancy at 02:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jack the Dwarf Bulwark level 20
28th Steel 123rd year of Ascendancy at 22:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jack the Dwarf Bulwark level 19
13rd Shortage 122nd year of Ascendancy at 03:28 see stats
Level 10
Got a character to level 10.By Jack the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 09:40 see stats
Level 20
Got a character to level 20.By Jack the Dwarf Bulwark level 20
22nd Steel 123rd year of Ascendancy at 11:38 see stats
Size matters
Did over 600 damage in one attack.By Jack the Dwarf Bulwark level 26
33rd Profit 123rd year of Ascendancy at 06:21 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Jack the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 23:36 see stats
The Arena
Unlocked Arena mode.By Jack the Dwarf Bulwark level 8
1st Acquisition 122nd year of Ascendancy at 02:42 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Jack the Dwarf Bulwark level 19
13rd Shortage 122nd year of Ascendancy at 04:31 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Jack the Dwarf Bulwark level 17
8th Shortage 122nd year of Ascendancy at 08:43 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Jack the Dwarf Bulwark level 28
35th Profit 123rd year of Ascendancy at 13:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jack the Dwarf Bulwark level 19
22nd Steel 123rd year of Ascendancy at 10:47 see stats
Log
Jack uses Infusion: Regeneration.
Jack starts regenerating health quickly.
Jack hits Orc necromancer for (3 to minion: ghoul), 11 lightning (11 total damage).
Jack hits Master vampire for 16 lightning damage.
Jack hits Ghast for 14 lightning damage.
Jack hits Ghoul for 14 lightning damage.
Jack hits Fiery orc wyrmic for 10 lightning damage.
Jack hits Ghast for 14 lightning damage.
Jack hits Ghoulking for 14 lightning damage.
Jack hits Ghast for 12 lightning damage.
Jack hits Orc soldier for 16 lightning damage.
Jack gains 0% of a turn from Ancestral Life.
Jack instinctively hardens his skin and ignores the attack!
Jack repels an attack from Ghoulking.
Ghast is afflicted by a decrepitude disease!
Ghoul hits Jack for 6 physical damage.
Rotting Disease from Jack hits Ghast for 16 blight damage.
Rotting Disease from Jack hits Ghast for 16 blight damage.
Decrepitude Disease from Jack hits Ghoulking for 16 blight damage.
Rotting Disease from Jack hits Ghast for 16 blight damage.
Melee retaliation hits Ghoul for 2 arcane, 4 darkness (5 total damage).
Decrepitude Disease from Jack hits Ghast for 16 blight damage.
Jack gains 0% of a turn from Ancestral Life.
Rotting Disease from Fiery orc wyrmic hits Orc necromancer for (4 to minion: ghast), 14 blight (14 total damage).
Decrepitude Disease from Ghast hits Orc necromancer for 0 blight damage.
Rotting Disease from Ghast hits Fiery orc wyrmic for 20 blight damage.
Decrepitude Disease from Ghast hits Fiery orc wyrmic for 20 blight damage.
Ghast hits Jack for 63 cold, 56 darkness (119 total damage).
Jack the level 28 dwarf bulwark was swallowed by the void to death by a ghast on level 6 of Dreadfell.




























































































