












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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 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:
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. 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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 17 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Gloldawe the grannor'vin at level 16 on the 15th Loss 122nd year of Ascendancy at 12:53 0 / 6Killed by worm that walks at level 17 on the 6th Shortage 122nd year of Ascendancy at 07:32 Killed by worm that walks at level 17 on the 6th Shortage 122nd year of Ascendancy at 07:57 Killed by Ivita the Thug at level 17 on the 7th Shortage 122nd year of Ascendancy at 01:14 Killed by Vorobrelaith the Thug at level 17 on the 7th Shortage 122nd year of Ascendancy at 02:03 Killed by Ivita the Thug at level 17 on the 7th Shortage 122nd year of Ascendancy at 02:22 |
Primary Stats
| Strength | 47 (base 35) |
| Dexterity | 35 (base 35) |
| Constitution | 26 (base 17) |
| Magic | 11 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -37/692 |
| Stamina | 166/166 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 9.8087042978261 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 33 |
| Crit Chance | 8% |
| APR | 18 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 49.723073231957 (96.438666929426%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 20 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 11 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 3%( 70%) |
| Cold | + 37%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | 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 have explored the Maze and vanquished the Horned Horror. * 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 | Satyridol (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Apr +2 Melee Ret 4 physical On Hit (Melee): * 10% chance to slow global speed by 33% ----- def ----- Armour +5 Fatigue +2% Resists +6% nature Phys.save +12 (+6 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Elolle the Chargeresolve2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +20 (+7 eff.) Resists +6% lightning Die.at -20.00 life Max.HP +40.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 4/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.17 to 69.52 lightning damage (46.35 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Frigidqueen the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +6% Melee+ 7 cold Dmg.mod +10% cold Res.pen +20% cold ----- def ----- Armour +2 Resists +12% cold Mind.save +3 (+3 eff.) 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 | Prox's Lucky Halfling Foot2.0 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 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 | savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Spell.save +13 (+7 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.24 to 45.71 lightning damage (based on Magic and Dexterity). Uses 10 power out of 6/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Isylle the Noonjeer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Resists +12% light Spell.save +3 (+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 | Glitterrupture (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +5 Str +2 Dex ----- def ----- Armour +7 Fatigue +22% Resists +3% blight +16% temporal Crit.chn- 5.00% ---------- misc Light +3 See.Invis +6 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 62; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 260; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 30; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
cleansing gold amulet of mastery (0.13 Technique / Combat veteran)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +14% nature +16% blight Poison- +22% Disease- +20% ---------- misc Masteries +0.13 Technique/Combat veteran Amulets make your neck look great! |
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 9.97 cold and 8.31 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. |
psionicist's gold ring of arcana (+0.15/turn)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+8 eff.) Silence- +22% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
savior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+6 eff.) Max.HP +25.00 Disarm- +29% Pinning- +32% Knockbk- +27% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +8 Resists +20% acid Rings make your fingers look great! |
blazebringer's steel battleaxe (18-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +19 fire While equipped: dps ---------- All.spd +1% Res.pen +7% fire Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of daylight (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Psionic Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness +10 light Against +10% Living +7% Undead Massive two-handed battleaxes. |
steel battleaxe of massacre (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Glacierrock the iron dagger (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +16 mind +8 cold On Hit: * 20% chance to reduce armor by 16% While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +6% cold Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 47.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
elemental steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +8% cold Res.pen +10% cold Sharp, short and deadly. |
iron dagger of amnesia (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
enhanced steel greatsword of projection (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Psionic Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Str +6 Dex +7 Mag +5 Wil +7 Cun +7 Con Massive two-handed swords. |
steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
blazebringer's cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid On Crit.r2 +17 fire While equipped: dps ---------- All.spd +3% Dmg.mod +10% acid Res.pen +9% fire Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +5 (+5 eff.) Res.pen +6% all Acc +5 (+2 eff.) Apr +6 On Hit (Ranged): * 7 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
surging ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+6 eff.) S.pwr/crit +3 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [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. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+4 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe of frost (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +7% all +15% cold ---------- misc Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of spell shielding (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
iron mail armour 'Haraldil' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% blight Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 8 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire ---------- misc Light +3 Infravis +1 A suit of armour made of mail. |
Yveldana (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% blight +12% fire +6% nature +9% lightning Spell.save +9 (+5 eff.) Max.HP +34.00 HP.reg +3.80 Heal.mod +12% A suit of armour made of leather. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +10% nature +11% blight A suit of armour made of leather. |
searing cured leather armour of command (12 def, 7 armour)9.0 T2 light armor [Ego++] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 8 acid 8 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +7% Resists +12% acid +12% fire Mind.save +11 (+10 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +6.10 Heal.mod +10% A suit of armour made of leather. |
cleansing dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning +10% nature +12% blight A suit of armour made of metal plates. |
prismatic steel plate armour of spell shielding (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane +11% light +12% darkness Spell.save +16 (+8 eff.) A suit of armour made of metal plates. |
Arebretha the Nimbusjeer (0 def, 2 armour, 9-11 power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +20 lightning +8 cold On Crit.r2 +8 lightning On Hit: * 13% chance to reduce armor by 16% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +2 Fatigue +8% Resists +3% lightning +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of winter (0 def, 6 armour, 32-39 power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +12 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 20 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of resilience (0 def, 4 armour, 14-16 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of acid resistance (+15%) (0 def, 4 armour, 12-15 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of daylight (17/17, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +11 light Against +9% Undead Arrows are used with bows to pierce your foes to death. |
storming quiver of yew arrows of paradox (21/21, 30-41 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Nature Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +23 lightning +15 temporal On Crit.r2 +9 lightning On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
barbed pouch of steel shots of crippling (2/23, 28-34 power, 2 apr)3.0 T2 shot ammo [Ego++] Master Power 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +18.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (10/21, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
ash totem of stinging [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By haha the Dwarf Bulwark level 10
32nd Dearth 122nd year of Ascendancy at 07:25 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By haha the Dwarf Bulwark level 5
21st Voratun 122nd year of Ascendancy at 20:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By haha the Dwarf Bulwark level 17
6th Shortage 122nd year of Ascendancy at 04:54 see stats
Log
haha hits Ivita the Thug for 9 lightning damage.
haha hits Rogue for 9 lightning damage.
haha hits Rogue for 9 lightning damage.
Vorobrelaith the Thug hits haha for 56 physical damage.
Melee retaliation hits Vorobrelaith the Thug for (2 flat reduction), 0 physical (0 total damage).
Ivita the Thug uses Block.
Rogue misses haha.
Rogue hits haha for 1 physical damage.
Melee retaliation hits Rogue for 2 physical damage.
[QoL09] haha is performing Auto-battle:
Shards of metal explode from Ivita the Thug's shield!
Haha starts to bleed.
Melee retaliation hits Vorobrelaith the Thug for (2 flat reduction), 0 physical (0 total damage).
haha hits Ivita the Thug for (11 blocked), 0 physical, (4 blocked), 0 cold (0 total damage).
Ivita the Thug hits haha for 33 physical damage.
Vorobrelaith the Thug hits haha for 134 physical damage.
haha hits Cutpurse for 9 lightning damage.
haha hits Cutpurse for 9 lightning damage.
haha hits Ivita the Thug for (9 blocked), 0 lightning (0 total damage).
haha hits Vorobrelaith the Thug for (9 flat reduction), 0 lightning (0 total damage).
haha hits Something for 7 lightning damage.
haha hits Rogue for 9 lightning damage.
haha hits Rogue for 9 lightning damage.
Ivita the Thug uses Bleeding Edge.
Haha is cut deeply.
Ivita the Thug hits haha for 78 physical damage.
Melee retaliation hits Ivita the Thug for 2 physical damage.
haha the level 17 dwarf bulwark was squished to death by Ivita the Thug on level 1 of bandit fortress.
Ivita the Thug prepares for the next kill!




























































































