











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! 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 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Forbidden 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 | Wyrmic |
| Level / Exp | 25 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Gloroyatha the master vampire at level 13 on the 2nd Shortage 122nd year of Ascendancy at 07:31 0 / 7Killed by Urkis, the High Tempest at level 19 on the 17th Iron 123rd year of Ascendancy at 08:39 Killed by Urkis, the High Tempest at level 19 on the 17th Iron 123rd year of Ascendancy at 09:49 Killed by Urkis, the High Tempest at level 19 on the 17th Iron 123rd year of Ascendancy at 10:55 Killed by forest wight at level 25 on the 13rd Voratun 123rd year of Ascendancy at 09:51 Killed by elven cultist at level 25 on the 26th Voratun 123rd year of Ascendancy at 16:11 Killed by elven blood mage at level 25 on the 26th Voratun 123rd year of Ascendancy at 17:13 |
Primary Stats
| Strength | 37 (base 26) |
| Dexterity | 24 (base 16) |
| Constitution | 26 (base 18) |
| Magic | 11 (base 10) |
| Willpower | 42 (base 33) |
| Cunning | 52 (base 41) |
Resources
| Life | -156/959 |
| Equilibrium | 38 |
| Healing Factor | 1.3716586254954 |
| Regeneration | 18.446856288801 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 7 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 32 |
| Crit Chance | 29% |
| APR | 14 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 34% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +12% |
| Arcane | +14% |
| Cold | +24% |
| Darkness | +39% |
| Light | +29% |
| Physical | +29% |
| Lightning | +15% |
| Mind | +13% |
| Fire | +33% |
| Nature | +24% |
Offense: Damage Penetration
| Cold | +29% |
| Lightning | +19% |
| Acid | +34% |
| Darkness | +33% |
| Blight | +19% |
| Physical | +40% |
| Fire | +44% |
| Nature | +19% |
Defense: Base
| Armour (hardiness) | 5 (38.594633868923%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 23 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 29%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 26%( 70%) |
| Lightning | + 56%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 34% |
| Stun Resistance | 10% |
| Blind Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
You failed to protect the lone alchemist from death by Mayoyatira the giant green ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Unmunud. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Xada the wolf. Escort: lost warrior (level 1 of Old Forest) | failed |
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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 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 |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | void-walker's brass lantern of the moons2.0 T1 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +5% cold +6% light +5% temporal Affinity +5% darkness Def/telep +11 Res/telep +11% Dur/telep +14% ---------- misc Light +3 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 108.40 damage. The damage dealt will increase with your Spellpower. 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 | Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 129.75 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (31% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| Tool | Tolerohor [power 4] (7/25 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +6 Str ----- def ----- Defense +5 (+2 eff.) Phys.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Layebeth the steel ring0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +8 (+2 eff.) Melee+ 17 light Ranged+ 10 light Dmg.mod +23% light +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Resists +24% light Mind.save +3 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Tempestrazor'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 14 physical Ranged+ 15 physical Dmg.mod +3% lightning +6% light Res.pen +15% acid On Hit (Melee): * 11% chance to reduce all saves and defense by 33 On Hit (Ranged): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +21% lightning +6% light ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Light +3 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Blazeveil'1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% acid +12% fire Res.pen +10% fire ----- def ----- Fatigue -6% Resists +6% acid Phys.save +9 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Max.enc +34 A belt that goes around your waist. |
| In main hand | Voiddare the stralite greatsword (159% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Psionic Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 darkness Against +13% Living On Hit.r1 +12 fire While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +5% arcane +21% lightning Die.at -80.00 life HP.reg +4.00 Massive two-handed swords. |
| On hands | Kydur the Shiverbore (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Dex +2 Mag dps ---------- Dmg.mod +12% cold Res.pen +10% cold Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Choruirain the Eclipsehunt (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +17% physical +14% arcane +12% darkness Res.pen +14% darkness +16% physical ----- def ----- Resists +13% blight +1% physical +6% darkness +13% all Die.at -60.00 life Max.HP +76.00 HP.reg +2.80 Heal.mod +24% ---------- misc Max.mana +38.00 Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +3 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness +15% temporal Def/telep +13 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Blazebane'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% fire Res.pen +15% fire ----- def ----- Resists +9% fire +6% physical Blind- +14% ---------- misc Stam/turn +0.30 Light +2 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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. Inscribe your skin with the infusion. This wild infusion has evolved. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
Runonarigen0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% temporal +23% fire Res.pen +10% temporal ----- def ----- Defense +6 (+3 eff.) Resists +3% temporal +46% fire Rings make your fingers 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 16.89 cold and 17.57 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. |
thought-forged iron battleaxe of massacre (122% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 33 While equipped: Stats +2 Cun +2 Wil Massive two-handed battleaxes. |
Fogmistress (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 8 light ----- def ----- Resists +12% darkness ---------- misc Light +3 Massive two-handed swords. |
Camular the Obsidianravager (142% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 143% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +14.00% Dmg.mod +6% darkness +9% fire Apr +13 Melee Ret 4 darkness ----- def ----- Resists +9% darkness +12% fire Blunt and deadly. |
voratun waraxe 'Zubiba' (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) ---------- misc Max.mana +20.00 See.Invis +6 One-handed war axes. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical 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 (+4 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. |
thick kruk cloak (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +5 Resists +10% cold A stylish kruk-style cloak, to look awesome. |
thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -2% Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Brenuthad the Lavamortal (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +21% fire +5% arcane +27% cold Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cashmere wizard hat 'Aerysetira' (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil +3 Cun +2 Con ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+3 eff.) ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
13 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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2026 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2026 A set of 2026 tiny explosive spheres. |
44 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Shimmerveil'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 6 acid ----- def ----- Resists +3% acid +9% fire Phys.save +5 (+2 eff.) Heal.mod +10% ---------- 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blackhue the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Resists +12% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 202/400 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 92 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm wand of shielding [power 110] (7/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Earth Master
Killed Harkor'Zun.By Unmunud the Dwarf Wyrmic level 22
12nd Gold 123rd year of Ascendancy at 13:16 see stats
Exterminator
Killed 1000 creatures.By Unmunud the Dwarf Wyrmic level 17
29th Shortage 122nd year of Ascendancy at 14:54 see stats
Level 10
Got a character to level 10.By Unmunud the Dwarf Wyrmic level 10
16th Dearth 122nd year of Ascendancy at 13:47 see stats
Level 20
Got a character to level 20.By Unmunud the Dwarf Wyrmic level 20
27th Iron 123rd year of Ascendancy at 12:55 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Unmunud the Dwarf Wyrmic level 11
31st Dearth 122nd year of Ascendancy at 23:55 see stats
Size matters
Did over 600 damage in one attack.By Unmunud the Dwarf Wyrmic level 25
26th Voratun 123rd year of Ascendancy at 14:05 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Unmunud the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 20:54 see stats
The Arena
Unlocked Arena mode.By Unmunud the Dwarf Wyrmic level 12
29th Loss 122nd year of Ascendancy at 16:56 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Unmunud the Dwarf Wyrmic level 20
38th Steel 123rd year of Ascendancy at 09:56 see stats
The secret city
Discovered the truth about mages.By Unmunud the Dwarf Wyrmic level 19
16th Iron 123rd year of Ascendancy at 05:27 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Unmunud the Dwarf Wyrmic level 20
37th Steel 123rd year of Ascendancy at 18:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Unmunud the Dwarf Wyrmic level 18
5th Iron 123rd year of Ascendancy at 04:33 see stats
Log
Decrepitude Disease from Elven cultist hits Unmunud for 30 blight damage.
Weakness Disease from Elven cultist hits Unmunud for 24 blight damage.
Elven cultist misses Unmunud.
The shield around elven cultist crumbles.
Rotting Disease from Elven cultist hits Unmunud for 27 blight damage.
Decrepitude Disease from Elven cultist hits Unmunud for 30 blight damage.
Weakness Disease from Elven cultist hits Unmunud for 24 blight damage.
You gain 0.72 gold from the transmogrification of insulating pair of hardened leather boots (0 def, 3 armour).
You gain 7.50 gold from the transmogrification of Worm Nest (0 def, 0 armour).
You gain 4.48 gold from the transmogrification of caustic dwarven-steel waraxe (119% power, 4 apr).
You gain 3.75 gold from the transmogrification of truestriking dwarven-steel mace of massacre (145% power, 4 apr).
You gain 1.71 gold from the transmogrification of dwarven-steel mace of erosion (134% power, 4 apr).
You gain 3.22 gold from the transmogrification of short yew vilestaff (120% power, 4 apr, acid element).
You gain 10.29 gold from the transmogrification of magelord's yew starstaff of wizardry (120% power, 4 apr, light element).
There is a previous level here (press '' or right click to use).
Space restabilizes around you.
Unmunud uses Infusion: Regeneration.
Unmunud starts regenerating health quickly.
Rotting Disease from Elven cultist hits Unmunud for 20 blight damage.
Decrepitude Disease from Elven cultist hits Unmunud for 23 blight damage.
Weakness Disease from Elven cultist hits Unmunud for 18 blight damage.
Elven blood mage casts Rune: Biting Gale.
Unmunud is encased in ice!
Elven blood mage hits Unmunud for 54 cold damage.
Elven blood mage casts Blood Boil.
Unmunud is free from the rotting disease.
Elven blood mage receives 44 healing.
Elven blood mage hits Unmunud for (30 to ice), 45 blight (45 total damage).
Unmunud the level 25 dwarf wyrmic was diseased to death by an elven blood mage on level 2 of Dark crypt.
















































































































