











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! 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 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:
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: 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 | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 29 / 81% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 2nd Iron 123rd year of Ascendancy at 08:17 0 / 7Killed by netherworm mass at level 22 on the 30th Iron 123rd year of Ascendancy at 17:20 Killed by Eilinitta the brown bear at level 24 on the 34th Steel 123rd year of Ascendancy at 01:43 Killed by elven cultist at level 27 on the 9th Gold 123rd year of Ascendancy at 12:42 Killed by elven cultist at level 27 on the 9th Gold 123rd year of Ascendancy at 14:05 Killed by armoured skeleton warrior at level 28 on the 3rd Stralite 123rd year of Ascendancy at 23:56 Killed by venom wyrm at level 29 on the 12nd Stralite 123rd year of Ascendancy at 05:55 |
Primary Stats
Strength | 78 (base 57) |
Dexterity | 26 (base 10) |
Constitution | 28 (base 12) |
Magic | 8 (base 10) |
Willpower | 91 (base 60) |
Cunning | 31 (base 10) |
Resources
Life | -166/1224 |
Equilibrium | 37 |
Healing Factor | 1.1456298990388 |
Regeneration | 21.084032239445 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 11 |
See Invisible | 6 |
Offense: Mainhand
Damage | 143 |
Accuracy | 41 |
Crit Chance | 11% |
APR | 4 |
Speed | 0.97 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 22% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +16% |
Blight | +22% |
Physical | +16% |
Cold | +16% |
All | 0% |
Lightning | +28% |
Light | +3% |
Mind | +19% |
Darkness | +16% |
Fire | +31% |
Nature | +20% |
Offense: Damage Penetration
Acid | +24% |
Blight | +24% |
Physical | +24% |
Cold | +24% |
Darkness | +39% |
Light | +15% |
Lightning | +44% |
Mind | +25% |
Fire | +24% |
Nature | +24% |
Defense: Base
Armour (hardiness) | 18.335093952971 (47.857809501309%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 17 |
Physical Save | 49 |
Spell Save | 52 |
Mental Save | 59 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 17%( 70%) |
Physical | + 2%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Darkness | + 24%( 70%) |
Light | + 24%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 15%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 59% |
Stun Resistance | 10% |
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 514.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Andr. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 vial of greater demon bile. * You've found the needed pouch of bone giant dust. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +3 Resists +12% nature +6% darkness Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +8 (+2 eff.) Dmg.mod +15% fire Res.pen +15% darkness Melee Ret 2 darkness 4 fire ----- def ----- Resists +3% cold +6% darkness +3% temporal Mind.save +12 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 171.24 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Wil +6 Cun dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Acc +4 (+1 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Mind.pwr +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 12 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 40 On Hit (Ranged): * 12% chance to reduce all saves and defense by 40 ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +11.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +3% light Res.pen +5% mind +5% light ----- def ----- Resists +13% lightning +9% temporal +12% light Stealth +11 Max.HP +54.00 ---------- misc T.Disarm +30 Infravis +5 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +16 lightning While equipped: dps ---------- Res.pen +10% lightning +10% light Acc +21 (+7 eff.) On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +14 (+7 eff.) Resists +3% light Disarm- +59% ---------- misc Light +3 Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +5 Wil +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +3% fire HP.reg +4.00 ---------- misc Stam/turn +1.20 Max.stam +21.00 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +9% light +9% nature Mind.save +12 (+3 eff.) Max.HP +60.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +9 Dex +4 Wil dps ---------- Dmg.mod +6% blight ----- def ----- Resists +12% blight ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 105.88 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 380 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +6 Fatigue -6% Resists +6% cold HP.reg +2.00 Silence- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +12.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+12 eff.) Dmg.mod +24% darkness ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 38.5 - 57.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 cold Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 71.5 - 107.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +8 darkness +4 lightning While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +3% fire +5% arcane +12% light Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 51.0 - 76.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 68% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +12.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +10% nature Acc +7 (+2 eff.) Massive two-handed mauls. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 27.5 - 38.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Disrupt/Psionic Power 21.5 - 30.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 116 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 30.5 - 36.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 Melee+ +14 physical While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +14% physical Shield.near.proj +16 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% temporal Res.pen +5% blight On Hit (Melee): * 10% chance to reduce all saves and defense by 40 ----- def ----- Resists +12% temporal +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +3% mind +9% all Phys.save +18 (+6 eff.) HP.reg +4.00 Teleport- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% cold Apr +10 ----- def ----- Armour +7 Defense +20 (+9 eff.) Fatigue +8% Resists +6% mind +9% acid Max.HP +58.00 HP.reg +1.00 Heal.mod +13% ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 164 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +17% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Str +2 Wil dps ---------- Dmg.mod +12% cold Res.pen +25% fire ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Max.HP +68.00 HP.reg +8.00 Heal.mod +15% ---------- misc Infravis +2 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.15 Max.mana +21.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +2 Cun +2 Con ----- def ----- Resists +12% light +12% cold Spell.save +18 (+6 eff.) Max.HP +43.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +22% Summoned ----- def ----- Resists +7% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Resists +6% acid +18% fire Mind.save +9 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Disarm- +20% ---------- misc Stam/turn +1.20 Max.stam +24.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +20 (+9 eff.) Fatigue +4% Resists +22% fire +10% cold Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 2.0 T1 head armor [Ego] Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +18% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +14% light +12% darkness A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +8 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +6 (+1 eff.) A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 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.(143 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Andr the Dwarf Wyrmic level 24
39th Steel 123rd year of Ascendancy at 01:47 see stats
By Andr the Dwarf Wyrmic level 8
25th Voratun 122nd year of Ascendancy at 10:05 see stats
By Andr the Dwarf Wyrmic level 18
8th Shortage 122nd year of Ascendancy at 08:08 see stats
By Andr the Dwarf Wyrmic level 10
21st Profit 122nd year of Ascendancy at 10:42 see stats
By Andr the Dwarf Wyrmic level 20
21st Shortage 122nd year of Ascendancy at 11:21 see stats
By Andr the Dwarf Wyrmic level 6
20th Voratun 122nd year of Ascendancy at 23:33 see stats
By Andr the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 22:31 see stats
By Andr the Dwarf Wyrmic level 22
30th Iron 123rd year of Ascendancy at 17:19 see stats
By Andr the Dwarf Wyrmic level 21
18th Iron 123rd year of Ascendancy at 23:14 see stats
By Andr the Dwarf Wyrmic level 12
31st Profit 122nd year of Ascendancy at 06:49 see stats
By Andr the Dwarf Wyrmic level 21
18th Iron 123rd year of Ascendancy at 06:17 see stats
By Andr the Dwarf Wyrmic level 27
6th Gold 123rd year of Ascendancy at 16:56 see stats
By Andr the Dwarf Wyrmic level 18
7th Shortage 122nd year of Ascendancy at 21:09 see stats
Log
Venom wyrm's corrosive acid area effect hits Venom drake for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom wyrm for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom drake for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Andr for 50 acid damage.
Venom wyrm's corrosive acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Andr for 22 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Andr for 22 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Andr for 22 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Andr the level 29 dwarf wyrmic was scalded to death by a venom wyrm on level 3 of Dreadfell.