












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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Stone Warden |
| Level / Exp | 18 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 14 on the 25th Dearth 122nd year of Ascendancy at 22:22 0 / 6Killed by Chronolith Clone at level 15 on the 28th Dearth 122nd year of Ascendancy at 10:25 Killed by Weirdling Beast at level 18 on the 11st Loss 122nd year of Ascendancy at 17:31 Killed by Weirdling Beast at level 18 on the 12nd Loss 122nd year of Ascendancy at 02:59 Killed by Weirdling Beast at level 18 on the 12nd Loss 122nd year of Ascendancy at 07:40 Killed by Weirdling Beast at level 18 on the 12nd Loss 122nd year of Ascendancy at 09:01 |
Primary Stats
| Strength | 41 (base 21) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 16) |
| Magic | 36 (base 28) |
| Willpower | 46 (base 39) |
| Cunning | 21 (base 12) |
Resources
| Life | -42/567 |
| Mana | 382/382 |
| Equilibrium | 0 |
| Healing Factor | 1.3172674059366 |
| Regeneration | 6.9156538811673 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 43.71398951555 |
| See Invisible | 39.71398951555 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 32 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +8% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.36174050493 (81.898876157654%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 45 |
| Physical Save | 38 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Light | + 11%( 70%) |
| Cold | + 33%( 70%) |
| Nature | + 13%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 27%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
| Bleed Resistance | 20% |
| Blind Resistance | 12% |
Inscriptions (4/4)
| 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 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 334.00 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 232 damage for 3 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 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 |
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 Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic 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 |
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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (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. |
| Light source | Armuldil2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) S.pwr/crit +8 Melee Ret 12 fire ----- def ----- Resists +6% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 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 | stabilizing hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+4 eff.) A cap made of leather. |
| On hands | radiant dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +3% light ----- def ----- Armour +2 Fatigue +3% Resists +8% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 102.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Freezetitan the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +5% cold ----- def ----- Armour +8 Crit.chn- 5.00% Mind.save +6 (+3 eff.) Cut- +20% Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.40 Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main 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 Mastery Stoneshield 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 (+7 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. |
| Around waist | Tempestraptor1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Melee Ret 2 light ----- def ----- Resists +1% physical +9% fire Phys.save +5 (+2 eff.) Disease- +20% Knockbk- +10% A belt that goes around your waist. |
| In off hand | acidic steel shield of physical resistance (+10%) (0 def, 4 armour, 16-19 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit: * 11% chance to reduce armor by 27% While equipped: dps ---------- Melee+ 5 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) 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. |
| Main armor | fortifying iron plate armour of the deep (0 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +9 Fatigue +22% Resists +5% acid +5% cold Max.HP +34.00 ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
acid wave rune of the sneak (damage 87; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 87.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
treant's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+7 eff.) Resists +5% nature +6% blight Poison- +12% Disease- +10% 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 75% 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! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
Glorileth (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Master 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 ---------- Phys.crit +2.0% Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +30% physical Acc +15 (+7 eff.) ----- def ----- Die.at -20.00 life ---------- misc Stam/turn +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (17-20 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 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 +9 (+5 eff.) Dmg.mod +17% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel longsword of massacre (24-33 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master/Psionic Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living Sharp, long, and deadly. |
acidic dwarven-steel longsword (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Sharp, long, and deadly. |
acidic steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Blunt and deadly. |
balanced steel mace of massacre (19-27 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +24% Blunt and deadly. |
flaming dwarven-steel mace of massacre (32-45 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +5 fire Blunt and deadly. |
dwarven-steel waraxe of erosion (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
truestriking dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+4 eff.) Apr +6 One-handed war axes. |
slime-covered dwarven-steel dagger of erosion (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Disrupt Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 nature On Hit: * 11% chance to slow global speed by 47% Sharp, short and deadly. |
mighty ash longbow of acid4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+8 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Noonzeal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% light +9% cold ----- def ----- Armour +9 Fatigue +22% Resists +6% mind +6% temporal Mind.save +12 (+6 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
radiant dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light 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. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
2 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. |
5 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. |
3 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. |
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. |
5 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% 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 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. |
extending iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psionic shield [power 41] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 41 for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Brandmalice the ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% fire Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.psi +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of lightning storm [power 320] (22 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bozan the Dwarf Stone Warden level 8
1st Acquisition 122nd year of Ascendancy at 23:17 see stats
Level 10
Got a character to level 10.By Bozan the Dwarf Stone Warden level 10
22nd Wealth 122nd year of Ascendancy at 12:50 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bozan the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 21:02 see stats
The secret city
Discovered the truth about mages.By Bozan the Dwarf Stone Warden level 16
37th Dearth 122nd year of Ascendancy at 01:24 see stats
Log
Talent Block is ready to use.
Acid Splash from Weirdling Beast hits Bozan for 13 acid damage.
Bozan hits Weirdling Beast for (17 absorbed), 0 physical, (3 absorbed), 0 cold, (1 absorbed), 0 acid, (2 absorbed), 0 light, (12 absorbed), 0 physical, (1 absorbed), 0 acid, (2 absorbed), 0 light (0 total damage).
Weirdling Beast misses Bozan.
The shield around Weirdling Beast crumbles.
Bozan misses Weirdling Beast.
Bozan misses Weirdling Beast.
Acid Splash from Weirdling Beast hits Bozan for 13 acid damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Bozan for 124 mind damage.
Bozan overcomes the gloom
Acid Splash from Weirdling Beast hits Bozan for 13 acid damage.
Weirdling Beast hits Bozan for 9 physical damage.
Melee retaliation hits Weirdling Beast for 1 acid, 1 light, 7 fire (8 total damage).
Weirdling Beast feels pain again.
Talent Eldritch Stone is ready to use.
Acid Splash from Weirdling Beast hits Bozan for 13 acid damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Bozan for 62 mind damage.
Talent Eldritch Blow is ready to use.
Acid Splash from Weirdling Beast hits Bozan for 13 acid damage.
Weirdling Beast casts Soul Rot.
Bozan casts Rune of the Rift.
Weirdling Beast resists!
Weirdling Beast's Soul Rot hits Bozan for 151 blight damage.
Bozan the level 18 dwarf stone warden was plagued to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.






















































































