













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 27 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Isubredhera the stone troll at level 11 on the 3rd Profit 122nd year of Ascendancy at 23:35 3 / 3Killed by ravaging entropic rip at level 20 on the 6th Wealth 122nd year of Ascendancy at 19:11 Killed by snow giant boulder thrower at level 22 on the 9th Wealth 122nd year of Ascendancy at 12:18 |
Primary Stats
| Strength | 61 (base 34) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 90 (base 51) |
| Willpower | 58 (base 38) |
| Cunning | 23 (base 10) |
Resources
| Life | 750/750 |
| Mana | 431/431 |
| Equilibrium | 45 |
| Healing Factor | 1.0711363549266 |
| Regeneration | 4.5523295084381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 14 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Arcane | +24% |
| Cold | +5% |
| All | 0% |
| Darkness | +10% |
| Light | +24% |
| Physical | +22% |
| Mind | +6% |
| Lightning | +5% |
| Fire | +5% |
| Nature | +18% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +25% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 75.761130203118 (88.568973732692%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 49 |
| Physical Save | 46 |
| Spell Save | 52 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 8%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 15%( 70%) |
| Fire | + 15%( 70%) |
| Lightning | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 33% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 258 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 110 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 Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Eldritch Infusion |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 60. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
Equipment
| On feet | Ce'Naldamira the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +4, Mag +4, Lck +6 offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +4 Damage +12% physical Ignore resists +10% blight defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
| Light source | Rainmark1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +18% arcane Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 defense ------ Resistance +18% blight, +6% cold Blind Resist +33% Confus Resist +19% other ------- Light +9 See Stealth +14 See Invisibility +9 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats Mag +4 offense ------ Damage +6% arcane defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elven-wood totem of healing [power 356] (15 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats Wil +4, Mag +7 offense ------ Spellpower +6 (+1 eff.) On-Hit 16 light On-Ranged-Hit 22 light Damage +10% light Rings make your fingers look great! |
| On fingers | steel ring 'Woequencher'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Cun +3 offense ------ Mind Crit +1% Mindpower +30 (+7 eff.) On-Hit 10 physical On-Ranged-Hit 12 physical Damage +6% mind Ignore resists +25% darkness On-Hit (Melee): * 12% chance to reduce all saves and defense by 36 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 36 other ------- EQ when Hit +0.08 Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Zubemina0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats Mag +2 offense ------ Spell Crit +3% Mind Crit +2% Spellpower +18 (+4 eff.) Damage +4% acid, +5% fire, +5% cold +5% lightning Ignore resists +10% blight, +5% arcane defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max psi +10.00 Amulets make your neck look great! |
| In main hand | coruscating stralite shield of patience (0 def, 8 armour, 162% power, 143.5 block)7.0 Encumbrance T4 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +143 On-hit +14 fire While equipped: Stats Str +2 offense ------ When Hit 13 fire defense ------ Armor +8 Fatigue +8% Resistance +13% fire, +13% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (372) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Around waist | Urthykalthofang the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Mag +6, Wil +4 offense ------ Spell Crit +5% defense ------ Armor +8 Resistance +9% acid, +5% physical +9% lightning Mind save +15 (+4 eff.) Life Regen +4.00 other ------- Hate-on-crit +3.00 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of the stars (0 def, 8 armour, 158% power, 137 block)7.0 Encumbrance T4 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 158% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +137 On-hit +14 light, +13 darkness While equipped: Stats Str +11, Dex +5, Mag +3 Cun +2 offense ------ Damage +14% light, +10% darkness Accuracy +12 (+4 eff.) defense ------ Armor +8 Fatigue +8% Resistance +11% light, +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Wretchraptor (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +18% nature defense ------ Defense +6 (+3 eff.) Resistance +3% lightning Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening stralite plate armour of command (9 def, 18 armour)17.0 Encumbrance T4 massive armor [Ego++] Psionic While equipped: Stats Cun +8, Wil +5 defense ------ Armor +18 Defense +9 (+4 eff.) Fatigue +22% Mind save +27 (+7 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 218; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 218 life over 5 turns. Its effects scale with your Dexterity 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 |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
restful steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Healmod +10% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 16.42 cold and 19.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's gold ring of nature (+26%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +7 (+2 eff.) Damage +13% nature defense ------ Resistance +26% nature Rings make your fingers look great! |
gold ring 'Bloomoblivion'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature While equipped: offense ------ Damage +12% lightning, +12% physical +3% blight, +12% acid On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Resistance +24% lightning, +12% physical +9% nature, +24% acid Rings make your fingers look great! |
titan's steel ring of nature (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats Con +2 offense ------ Damage +12% nature defense ------ Resistance +24% nature Physical save +4 (+1 eff.) Rings make your fingers look great! |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Yaremagen the Noonbrawn1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Wil +3 offense ------ Ignore resists +5% arcane defense ------ Armor +6 Resistance +3% light, +6% blight Spell save +3 (+1 eff.) Create a temporary shield that absorbs 194 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
linen cloak 'Iseta' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Damage +3% physical defense ------ Defense +16 (+8 eff.) Resistance +6% lightning Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delomaran the Pitch's kiss (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Lck +11, Dex +8 offense ------ Ignore resists +20% darkness Accuracy +25 (+9 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 29% defense ------ Armor +3 Resistance +6% darkness, +5% physical Stealth +8 other ------- Max stamina +30.00 A pair of boots made of leather. |
pair of iron boots 'Flarestake' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Dex +2, Mag +4, Wil +2 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +6% temporal +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
linen wizard hat 'Kilnwedge' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Wil +1 offense ------ Mindpower +15 (+4 eff.) Damage +3% fire Ignore resists +5% mind When Hit 6 fire defense ------ Defense +1 (+0 eff.) Resistance +6% fire, +7% cold Mind save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% cold other ------- Breathe water A cap made of leather. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Mag, 140% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Eclipseguile (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1, Dex +1 offense ------ Critical power +10.00% Damage +6% nature defense ------ Defense +5 (+2 eff.) Resistance +11% nature, +3% darkness Mind save +9 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Oakmoon1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+1 eff.) Damage +9% nature Ignore resists +20% nature When Hit 4 light defense ------ Resistance +9% mind other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 197.46 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elven-wood wand of shielding [power 314] (15 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Gurin the Dwarf Stone Warden level 19
41st Profit 122nd year of Ascendancy at 14:38 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gurin the Dwarf Stone Warden level 27
1st Dearth 122nd year of Ascendancy at 08:56 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gurin the Dwarf Stone Warden level 25
23rd Wealth 122nd year of Ascendancy at 08:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gurin the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 13:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Gurin the Dwarf Stone Warden level 20
6th Wealth 122nd year of Ascendancy at 13:45 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Gurin the Dwarf Stone Warden level 26
28th Wealth 122nd year of Ascendancy at 17:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Gurin the Dwarf Stone Warden level 25
27th Wealth 122nd year of Ascendancy at 23:32 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gurin the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 19:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Gurin the Dwarf Stone Warden level 8
31st Voratun 122nd year of Ascendancy at 18:03 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Gurin the Dwarf Stone Warden level 15
17th Profit 122nd year of Ascendancy at 07:44 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Gurin the Dwarf Stone Warden level 25
28th Wealth 122nd year of Ascendancy at 01:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gurin the Dwarf Stone Warden level 17
37th Profit 122nd year of Ascendancy at 13:01 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 46 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 23rd Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 24th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Saving done.
Today is the 25th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 26th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 27th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Ran for 22 turns (stop reason: didn't move).
Today is the 28th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 29th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 30th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 31st Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 32nd Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 33rd Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.


























































































