










Character
| 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
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: 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:
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 | Bulwark |
| Level / Exp | 22 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by whitehoof ghoul at level 7 on the 21st Voratun 122nd year of Ascendancy at 22:37 0 / 6Killed by whitehoof ghoul at level 7 on the 21st Voratun 122nd year of Ascendancy at 23:40 Killed by Yvytta the ghoulking at level 12 on the 9th Profit 122nd year of Ascendancy at 13:08 Killed by Yvytta the ghoulking at level 12 on the 9th Profit 122nd year of Ascendancy at 14:31 Killed by armoured skeleton warrior at level 21 on the 2nd Dearth 122nd year of Ascendancy at 02:57 Killed by Cultist at level 22 on the 8th Dearth 122nd year of Ascendancy at 13:29 |
Primary Stats
| Strength | 68 (base 50) |
| Dexterity | 25 (base 12) |
| Constitution | 52 (base 43) |
| Magic | 17 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -57/876 |
| Stamina | 6/248 |
| Healing Factor | 1.289329218765 |
| Regeneration | 10.651531376383 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +24% |
| Physical | +12% |
| Mind | +15% |
| Arcane | +27% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Temporal | +25% |
| Nature | +10% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 34 |
| Physical Save | 41 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Arcane | + 17%( 70%) |
| Cold | + 45%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 41%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
| Poison Resistance | 20% |
| Stun Resistance | 29% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower 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 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 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. | 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. | active |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by giant fire ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 |
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 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 |
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 |
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 xorn fragment. * You've found the needed vial of elder vampire blood. * You've found the needed green worm. 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 hummerhorn wing. * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 within | active |
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 | Isoba the pair of hardened leather boots (4 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +6 Mag +5 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Crit.chn- 15.00% Blink to a nearby random location (rad 29) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 83, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 131.10 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Olylestir (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +5% arcane +6% fire Poison- +20% ---------- misc Stam/ret +0.70 Equi/ret +1.22 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Isluredatira (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +3 Dex +4 Wil dps ---------- Dmg.mod +15% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +5 (+1 eff.) Mind.save +7 (+4 eff.) Disarm- +29% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of mindblast 'Torchstar' [power 290] (2/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% nature +25% fire Melee Ret 4 fire Blast the opponent's mind dealing 334 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.59 cold and 14.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 9/60 This azure ring seems to be always moist to the touch. |
| On fingers | Glitterquell0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +9% lightning +3% light HP.reg +3.00 Stun/Frz- +29% ---------- misc Light +3 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Pitchtaint the stralite waraxe (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical Acc +14 (+5 eff.) ----- def ----- Resists +9% darkness +1% physical One-handed war axes. |
| Around waist | hardened leather belt 'Voroldawen'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +15% mind ----- def ----- Defense +10 (+5 eff.) Resists +3% light Stealth +7 ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | steel shield 'Zeroleg' (0 def, 4 armour, 16-19 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +11 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Str dps ---------- Melee+ 5 lightning Melee Ret 2 lightning 7 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning +11% fire +3% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Gloomreek (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% darkness +12% 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 | dwarven-steel plate armour 'Skyshaper' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +12% arcane Res.pen +25% temporal Melee Ret 4 arcane 2 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Inventory
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 294.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Galebender0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+4 eff.) Dmg.mod +5% acid +9% temporal +6% fire +6% lightning +5% cold Res.pen +15% lightning ----- def ----- Resists +6% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.30 Cunning/Dirty fighting Amulets make your neck look great! |
Shadowsmash of the Blightspawn (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun -3 Str dps ---------- Spell.crit +7% Spell.pwr +3 (+3 eff.) Dmg.mod +18% mind +10% cold ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Heal.mod +15% ---------- misc Mana/turn +0.14 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Malador (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +8 temporal +17 fire On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Res.pen +16% all Acc +23 (+8 eff.) Apr +14 Melee Ret 6 mind Massive two-handed mauls. |
Velavea (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 acid On Hit: * 20% chance to reduce armor by 20% While equipped: Stats +3 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +5% arcane Disarm- +30% ---------- misc Equi/ret +0.12 Max.psi +20.00 One-handed war axes. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+9 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
enlightening steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing yew wand of lightning storm [power 266] (2/15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 cooldown 100% to heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Earth Master
Killed Harkor'Zun.By Grave the Dwarf Bulwark level 17
14th Wealth 122nd year of Ascendancy at 17:31 see stats
Exterminator
Killed 1000 creatures.By Grave the Dwarf Bulwark level 20
19th Wealth 122nd year of Ascendancy at 09:16 see stats
Level 10
Got a character to level 10.By Grave the Dwarf Bulwark level 10
3rd Acquisition 122nd year of Ascendancy at 10:39 see stats
Level 20
Got a character to level 20.By Grave the Dwarf Bulwark level 20
18th Wealth 122nd year of Ascendancy at 03:45 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Grave the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 23:46 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Grave the Dwarf Bulwark level 21
7th Dearth 122nd year of Ascendancy at 13:09 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grave the Dwarf Bulwark level 15
35th Profit 122nd year of Ascendancy at 18:09 see stats
The secret city
Discovered the truth about mages.By Grave the Dwarf Bulwark level 17
2nd Wealth 122nd year of Ascendancy at 21:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grave the Dwarf Bulwark level 16
43rd Profit 122nd year of Ascendancy at 22:55 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Grave the Dwarf Bulwark level 7
21st Voratun 122nd year of Ascendancy at 22:28 see stats
Log
Weakness Disease from Cultist hits Grave for 16 blight damage.
Grave uses Resilience of the Dwarves.
Grave's skin turns to stone.
Grave uses Shield Pummel.
Cultist's is vulnerable to attacks and effects!
Cultist is stunned!
Grave hits Cultist for (72 to bones), 0 physical, 16 fire, 7 lightning, 8 mind, (104 to bones), 0 physical, 18 fire, 8 lightning, 9 mind (67 total damage).
Cultist casts Timeless.
Cultist is less vulnerable.
Cultist is not stunned anymore.
Cultist casts Blood Grasp.
Cultist casts Blood Grasp.
Grave is free from the weakness disease.
Talent Block is ready to use.
Cultist receives 17 healing from Cultist's Blood Grasp.
Cultist's Blood Grasp hits Grave for 82 blight damage.
Cultist receives 20 healing from Cultist's Blood Grasp.
Cultist's Blood Grasp hits Grave for 91 blight damage.
Grave uses Block.
Cultist casts Timeless.
Cultist casts Drain.
Cultist hits Grave for (99 blocked), 0 blight (0 total damage).
Cultist casts Soul Rot.
Cultist's spell attains critical power!
Talent Infusion: Regeneration is ready to use.
Grave uses Infusion: Regeneration.
Grave starts regenerating health quickly.
Cultist's Soul Rot hits Grave for 218 blight damage.
Grave the level 22 dwarf bulwark was plagued to death by a Cultist on level 2 of Mark of the Spellblaze.





































































