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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: 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:
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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 15 / 61% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 22nd Profit 122nd year of Ascendancy at 20:03 0 / 6Killed by Bill the Stone Troll at level 11 on the 22nd Profit 122nd year of Ascendancy at 20:28 Killed by greater gwelgoroth at level 15 on the 24th Wealth 122nd year of Ascendancy at 23:08 Killed by greater gwelgoroth at level 15 on the 24th Wealth 122nd year of Ascendancy at 23:56 Killed by Salytira the gigantic sandworm tunneler at level 15 on the 3rd Dearth 122nd year of Ascendancy at 04:30 Killed by Salytira the gigantic sandworm tunneler at level 15 on the 3rd Dearth 122nd year of Ascendancy at 04:54 |
Primary Stats
Strength | 43 (base 32) |
Dexterity | 12 (base 10) |
Constitution | 14 (base 11) |
Magic | 13 (base 10) |
Willpower | 52 (base 41) |
Cunning | 15 (base 10) |
Resources
Life | -78/606 |
Equilibrium | 37 |
Healing Factor | 1.1372895330003 |
Regeneration | 8.1369556047377 |
Speed
Mental | +8.3093084429568% |
Attack | +8.3093084429568% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 53 |
Accuracy | 30 |
Crit Chance | 34% |
APR | 7 |
Speed | 0.92 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 0.92328167761007 |
Offense: Damage Bonus
Blight | +8% |
Light | +10% |
Fire | +3% |
Nature | +15% |
Offense: Damage Penetration
Acid | +30% |
Light | +10% |
Darkness | +10% |
Blight | +10% |
Arcane | +10% |
Mind | +20% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 45.511077022655 (89.749889547741%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 29 |
Physical Save | 27 |
Spell Save | 24 |
Mental Save | 25 |
Defense: Resistances
Acid | + 6%( 70%) |
Light | + 30%( 70%) |
Darkness | + 3%( 70%) |
Nature | + 19%( 70%) |
Physical | + 4%( 70%) |
Cold | + 37%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 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 / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Equipment
On feet | ![]() Frostreign (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15%(-) cold +10%(-) darkness +10%(-) light ----- def ----- Armour +3 (-) Fatigue +2% (-) Resists +3%(-) cold ---------- misc Stam/turn +0.50 (-) Max.stam +11.00 (-) Light +3 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Summertide Phial 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.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() linen wizard hat 'Eilinigamira' (16 def, 2 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1(-) Str dps ---------- Phys.pwr +5 (+2 eff.) (-) Dmg.mod +11%(-) nature Acc +15 (+8 eff.) (-) Melee Ret 6(-) physical ----- def ----- Armour +2 (-) Defense +16 (+13 eff.) (-) Resists +16%(-) nature Die.at -20.00 life (-) A pointy cloth hat, very wizardly... |
On hands | ![]() iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2(-) Str dps ---------- Phys.pwr +6 (+2 eff.) (-) ----- def ----- Armour +1 (-) Fatigue +1% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5(-) Lck ----- def ----- Defense +5 (+2 eff.) (-) ---------- misc T.Disarm +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 8 turns) 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. |
On fingers | ![]() mule's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% (-) Max.HP +22.00 (-) Disarm- +26% (-) Pinning- +20% (-) Knockbk- +20% (-) ---------- misc Max.enc +22 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() savior's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue +0% (+4%) Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +0.00 (-22.00) Disarm- +0% (-26%) Pinning- +0% (-20%) Knockbk- +0% (-20%) ---------- misc Max.enc +0 (-22) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() warmaker's copper amulet of manastreaming 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4(-) Str +4(-) Dex +2(-) Mag +4(-) Wil dps ---------- S.pwr/crit +3 (-) ---------- misc Mana/turn +0.11 (-) Max.mana +22.00 (-) Amulets make your neck look great! |
In main hand | ![]() Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (-) Crit +12.0% (-) Atk.spd 100% (-) HP.leech +10% (-) Dmg.conv 25%(-) blight While equipped: dps ---------- Dmg.mod +8%(-) blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Tap to cycle through comparison choices |
Around waist | ![]() Branuldir the Filthcrypt 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4(-) Wil +1(-) Mag dps ---------- Mind.pwr +3 (+2 eff.) (-) Res.pen +10%(-) arcane Melee Ret 2(-) nature ----- def ----- Phys.save +6 (+3 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() Deloduran (0 def, 12 armour, 36-43 power, 123 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master When used to Attack: Power 35.5 - 42.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% (-) Block +123 (-) On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2(-) Mag dps ---------- Phys.crit +7.0% (-) Phys.pwr +5 (+2 eff.) (-) Apr +3 (-) ----- def ----- Armour +12 (-) Fatigue +8% (-) Resists +3%(-) darkness ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() linen cloak 'Pyrespike' (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3%(-) fire Res.pen +25%(-) acid +10%(-) blight ----- def ----- Armour +6 (-) Defense +1 (+0 eff.) (-) Resists +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Velabeth (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Melee+ 0(-10) item expose Res.pen +20%(-) mind +5%(-) acid On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +7 (-) Fatigue +22% (-) Resists +6%(-) acid +16%(-) cold A suit of armour made of metal plates. |
Inventory
![]() infernal ash starstaff of greater warding (15-18 power, 3 apr, temporal element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0(-5.0 - -10.0) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-1) Crit +3.0% (-9.0%) Atk.spd 100% (-) HP.leech +0% (-10%) Dmg.conv 0%(-25%) blight While equipped: dps ---------- Spell.crit +2% Crit.mult +18.00% Spell.pwr +10 (+5 eff.) Melee+ 20 fire Dmg.mod +0%(-8%) blight +15% temporal ----- def ----- Armour +7 Defense +7 (+4 eff.) ---------- misc See.Invis +5 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Master/Psionic Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 22 Ranged+ +8 temporal +11 physical On Hit.r1 +8 temporal On Crit.r2 +4 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 141 physical damage On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature When used to Attack: Power 18.0 - 25.2(-17.5 - -17.4) Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-1.5%) Block +48 (-75) Melee+ +10 cold On Crit: - Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +0(-2) Mag dps ---------- Phys.crit +0.0% (-7.0%) Phys.pwr +0 (+0 eff.) (-5 (-2 eff.)) Apr +0 (-3) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 (-4) Defense +8 (+4 eff.) Fatigue +12% (+4%) Resists +15% cold +0%(-3%) darkness +10% fire ---------- misc Max.Air +20.00 Talents +1.00(-) Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Dryroddagen the Balancesmasher (0 def, 2 armour, 8-10 power, 16.5 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Rare] Nature When used to Attack: Power 8.5 - 10.2(-27.0 - -32.4) Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% (-1.0%) Block +16 (-106) On Hit: * 10% chance to slow global speed by 50% On Crit: - Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +0(-2) Mag dps ---------- Phys.crit +0.0% (-7.0%) Phys.pwr +0 (+0 eff.) (-5 (-2 eff.)) Dmg.mod +9% light Apr +0 (-3) ----- def ----- Armour +2 (-10) Fatigue +8% (-) Resists +0%(-3%) darkness +6% cold Max.HP +40.00 ---------- misc Light +1 Talents +1.00(-) Block Handheld deflection devices. |
![]() Treepassion 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +0(-4) Wil +0(-1) Mag dps ---------- Mind.pwr +0 (+0 eff.) (-3 (-2 eff.)) Res.pen +0%(-10%) arcane Melee Ret 4(2) nature On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +5% acid +3% darkness +3% nature +5% blight Phys.save +0 (+0 eff.) (-6 (-3 eff.)) A belt that goes around your waist. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Aerorerin the iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +0(-5) Lck dps ---------- S.pwr/crit +4 Dmg.mod +3% blight +3% temporal +6% nature ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) Resists +10% nature ---------- misc T.Disarm +0 (-5) Vim/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: Stats +0(-5) Lck dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc T.Disarm +0 (-5) While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() dwarven-steel pickaxe 'Infernobreacher' (dig speed 7 turns) 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +0(-5) Lck dps ---------- Dmg.mod +3% arcane +12% fire Res.pen +10% fire +12% physical ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) Resists +5% arcane +3% fire Max.HP +24.00 ---------- misc T.Disarm +0 (-5) Max.stam +17.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() Ximina the iron torque of mindblast [power 110] (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +0(-5) Lck dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% mind ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc T.Disarm +0 (-5) Max.stam +10.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Hofrock Hammerarm the Dwarf Wyrmic level 10
19th Profit 122nd year of Ascendancy at 06:10 see stats
By Hofrock Hammerarm the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 19:30 see stats
Log
Salytira the gigantic sandworm tunneler HEALS from nature damage!
Melee retaliation hits Salytira the gigantic sandworm tunneler for (2 to psi shield), 3 physical, (1 to psi shield), 1 nature, (2 to psi shield), 3 physical, (1 to psi shield), 1 nature, (2 to psi shield), 3 physical, (1 to psi shield), 1 nature (12 total damage).
Salytira the gigantic sandworm tunneler hits Hofrock Hammerarm for 41 nature, 19 physical, 23 nature, 19 physical, 50 physical, 19 physical (170 total damage).
Hofrock Hammerarm shrugs off some effects!
Hofrock Hammerarm is not stunned anymore.
Salytira the gigantic sandworm tunneler's Eyal's Wrath hits Hofrock Hammerarm for 33 nature damage.
Salytira the gigantic sandworm tunneler uses Reclaim.
Salytira the gigantic sandworm tunneler hits Hofrock Hammerarm for 68 acid, 59 nature (127 total damage).
Talent Block is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Sand Breath is ready to use.
Talent Dig is ready to use.
Talent Swallow is ready to use.
Salytira the gigantic sandworm tunneler's Eyal's Wrath hits Hofrock Hammerarm for 33 nature damage.
The unstable sand tunnel collapses!
Salytira the gigantic sandworm tunneler uses Slime Spit.
Hofrock Hammerarm uses Infusion: Healing.
Hofrock Hammerarm gains 1% of a turn from Ancestral Life.
Hofrock Hammerarm receives 57 healing from Infusion: Healing.
Hofrock Hammerarm uses Infusion: Regeneration.
Hofrock Hammerarm starts regenerating health quickly.
Hofrock Hammerarm slows down.
Salytira the gigantic sandworm tunneler's Slime Spit hits Hofrock Hammerarm for 96 nature damage.
Salytira the gigantic sandworm tunneler uses Warding Weapon.
Salytira the gigantic sandworm tunneler uses Oozebeam.
Salytira the gigantic sandworm tunneler hits Hofrock Hammerarm for 106 nature damage.
Hofrock Hammerarm the level 15 dwarf wyrmic was splurged to death by Salytira the gigantic sandworm tunneler on level 2 of Sandworm lair.