











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. 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.
Embers of Rage 1.7.4Official Expansion!Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Ashes of Urh'Rok 1.7.4Official Expansion!OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 18 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 13 on the 44th Profit 122nd year of Ascendancy at 21:58 0 / 6Killed by Ustare the halfling at level 15 on the 23rd Wealth 122nd year of Ascendancy at 18:26 Killed by orc corruptor at level 15 on the 29th Wealth 122nd year of Ascendancy at 22:13 Killed by Silenn the blue jelly at level 16 on the 21st Loss 122nd year of Ascendancy at 04:27 Killed by worm that walks at level 18 on the 10th Shortage 122nd year of Ascendancy at 11:05 Killed by worm that walks at level 18 on the 10th Shortage 122nd year of Ascendancy at 12:41 |
| Antimagic | Follower |
Primary Stats
| Strength | 42 (base 34) |
| Dexterity | 15 (base 12) |
| Constitution | 34 (base 15) |
| Magic | 16 (base 10) |
| Willpower | 55 (base 41) |
| Cunning | 28 (base 14) |
Resources
| Life | -51/831 |
| Equilibrium | 35 |
| Healing Factor | 1.185336564623 |
| Regeneration | 8.9081860869772 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 51 |
| Crit Chance | 11% |
| APR | 25 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 11% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Darkness | +18% |
| Nature | +20% |
| Mind | +12% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +5% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (86.151787968034%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 27 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 17%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 30% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| 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 247 life over 5 turns. Its effects scale with your Willpower 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. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Xerema the giant red ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the temporal explorer from death by green jelly. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | Smearwisp (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex +4 Mag dps ---------- Mov.spd +10% Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +4 Fatigue -3% Max.HP +38.00 ---------- misc Stam/turn +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Tundraslicer the alchemist's lamp1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% mind +15% nature Res.pen +10% mind Melee Ret 8 cold ----- def ----- Resists +6% cold +3% all Spell.save +10 (+5 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | dwarven-steel gauntlets 'Belibrelaith' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Melee+ 5 nature Dmg.mod +5% nature Res.pen +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Crit.chn- 10.00% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick ash totem of healing [power 146] (2/10 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +24.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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 | Zerylerek (28-38 power, 5 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Acc +25 (+9 eff.) ----- def ----- Armour +4 Defense +15 (+8 eff.) Resists +1% physical Phys.save +3 (+1 eff.) One-handed war axes. |
| Around waist | Unlightnail1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Cun +5 Wil dps ---------- Dmg.mod +18% darkness +6% cold Res.pen +10% darkness Against +18% Summoned ----- def ----- Resists +3% darkness D.Red.from +19% Summoned A belt that goes around your waist. |
| In off hand | dreamer's vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +9% mind Mind.save +8 (+4 eff.) ---------- misc Psi/turn +0.50 Max.psi +23.00 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. |
| Cloak | 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 (+2 eff.) Mind.save +6 (+3 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. |
| Main armor | Cracklebreak (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Str +1 Dex +4 Mag +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +3% lightning Crit.chn- 15.00% Max.HP +24.00 A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (speed 526%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
restful steel amulet of mastery (0.14 Wild-gift / Sand drake aspect)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Masteries +0.14 Wild-gift/Sand drake aspect Amulets make your neck look great! |
warrior's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Zerutar the yew starstaff (24-29 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Nature Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Crit.mult +25.00% Spell.pwr +23 (+6 eff.) Melee+ 21 fire Dmg.mod +24% darkness Res.pen +15% mind On Hit (Melee): * 10% chance to reduce armor by 13% * 20% chance to reduce all saves and defense by 26 ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
truestriking dwarven-steel longsword of crippling (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +6% physical Acc +7 (+3 eff.) Apr +7 Sharp, long, and deadly. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str 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 (+4 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. |
Branakalthothel (0 def, 4 armour, 13-16 power, 59.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Disrupt/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +60 While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Fatigue +8% Resists +7% acid +23% cold +5% fire +13% arcane +6% lightning Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Max.stam +10.00 Talents +1 Block Handheld deflection devices. |
cleansing steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% nature +11% blight Max.HP +36.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +11% nature +15% lightning A suit of armour made of mail. |
rough leather belt 'Glitterbliss'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% acid Melee Ret 10 light 2 darkness ----- def ----- Resists +6% acid Phys.save +6 (+2 eff.) ---------- misc Light +1 A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Arilaith (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Melee Ret 2 mind ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% light +10% cold +5% arcane +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlemaster the pair of rough leather boots (5 def, 5 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +5 Defense +5 (+3 eff.) Resists +3% lightning HP.reg +6.00 Heal.mod +10% Knockbk- +20% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Rottouch' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% acid +10% nature +5% mind ----- def ----- Armour +1 Fatigue -4% Resists +3% acid +3% nature Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring rough leather gloves of the juggernaut (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +1 Con dps ---------- On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +3 (+2 eff.) Disarm- +21% Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +8 physical On Hit: 10% Juggernaut 1 On Hit: * 16 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gorelore (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% fire Acc +23 (+9 eff.) Melee Ret 6 nature ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanoyaba the Searoblivion (0 def, 15 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+11 eff.) Melee+ 7 physical Dmg.mod +5% physical Res.pen +20% fire ----- def ----- Armour +15 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
miner's iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbusquench the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning +5% mind +20% acid Melee Ret 2 mind 6 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +11% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
4 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. |
4 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. |
5 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. |
6 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. |
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. |
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. |
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. |
60 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Janamor the Dwarf Wyrmic level 15
29th Wealth 122nd year of Ascendancy at 23:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Janamor the Dwarf Wyrmic level 8
26th Voratun 122nd year of Ascendancy at 19:28 see stats
Exterminator
Killed 1000 creatures.By Janamor the Dwarf Wyrmic level 18
10th Shortage 122nd year of Ascendancy at 10:58 see stats
Level 10
Got a character to level 10.By Janamor the Dwarf Wyrmic level 10
14th Profit 122nd year of Ascendancy at 02:09 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Janamor the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 02:34 see stats
The Arena
Unlocked Arena mode.By Janamor the Dwarf Wyrmic level 8
10th Profit 122nd year of Ascendancy at 22:08 see stats
Log
The blindside fizzles!
Janamor is no longer attuned.
Acid Splash from Worm that walks hits Janamor for 24 acid damage.
Worm Rot from Worm that walks hits Janamor for 39 blight, 26 acid (65 total damage).
Janamor uses Sudden Growth.
Janamor's mind surges with critical power!
Janamor gains 6% of a turn from Ancestral Life.
Janamor receives 202 healing from Sudden Growth.
Worm that walks casts Drain.
Janamor attunes to the damage.
Worm that walks hits Janamor for 179 blight damage.
Janamor is no longer attuned.
Janamor is free from the acid.
Worm Rot from Worm that walks hits Janamor for 34 blight, 31 acid (64 total damage).
Janamor attunes to the damage.
Janamor stops regenerating health quickly.
Worm Rot from Worm that walks hits Janamor for 39 blight, 31 acid (69 total damage).
Worm that walks casts Worm Rot.
A carrion worm mass bursts out of Janamor!
Worm that walks hits Janamor for 115 blight damage.
Janamor is no longer attuned.
Talent Dissolve is ready to use.
Worm Rot from Worm that walks hits Janamor for 35 blight, 32 acid (67 total damage).
Janamor the level 18 dwarf wyrmic was melted to death by a worm that walks on level 3 of Old Forest.
A carrion worm mass bursts out of Janamor!
Janamor is free from the worm rot.












































































































