











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Deathknight Vanilla 1.7.6Adds a new warrior subclass with bulwark, arcane blade and necromancer abilities. Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version 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. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 | Wyrmic |
| Level / Exp | 14 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 14 on the 19th Wealth 122nd year of Ascendancy at 08:25 0 / 5Killed by Ivomina the Guard at level 14 on the 19th Wealth 122nd year of Ascendancy at 15:45 Killed by worm that walks at level 14 on the 20th Wealth 122nd year of Ascendancy at 12:30 Killed by worm that walks at level 14 on the 20th Wealth 122nd year of Ascendancy at 12:57 Killed by worm that walks at level 14 on the 20th Wealth 122nd year of Ascendancy at 14:26 |
Primary Stats
| Strength | 39 (base 28) |
| Dexterity | 17 (base 10) |
| Constitution | 33 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 35 (base 24) |
| Cunning | 12 (base 10) |
Resources
| Life | 691/691 |
| Stamina | 202/202 |
| Equilibrium | 0 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 6.6940447385647 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 30 |
| Crit Chance | 7% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Physical | +6% |
| Fire | +9% |
| Arcane | +3% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 16 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 10%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 14%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 24% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 16% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 5 darkness, 4 mind |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand 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 / Storm drake aspect | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
Equipment
| On feet | traveler's pair of rough leather boots (0 def, 1 armour)T1Ego feet /armor (2.0 Encumbrance) Masterpiece Keywords: traveler While equipped: defense ------ Armor +1 Physical save +6 (+3 eff.) other ------- Encumbrance +20 Fatigue -4% A pair of boots made of leather. |
| Light source | Fire's kiss the brass lanternT1Rare lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: offense ------ Damage Change +3% cold +9% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Resistance +3% nature Life +40.00 other ------- 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 | Zurak (0 def, 3 armour)T1Rare head /armor (3.0 Encumbrance) Masterpiece Keywords: bladed While equipped: Stats +3Str defense ------ Armor +3 Resistance +6% light +3% fire other ------- Resource +2.00 Max hate +0.04 Psi when hit Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.3 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootT1Unique misc /tool (2.0 Encumbrance) Nature Power While equipped: Stats +5Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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 | Lustrequake the steel ringT2Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: pilfering While equipped: offense ------ Damage Change +3% light +3% cold Accuracy +9 (+5 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to slow global speed by 42% * 20 arcane resource burn defense ------ Defense +10 (+5 eff.) Resistance +3% acid +12% fire +3% temporal Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 | copper ring of clarityT1Ego ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: clarity While equipped: defense ------ Mind save +7 (+4 eff.) Immune +24% Confus Rings make your fingers look great! |
| Around waist | Mighty GirdleT1Unique belt /armor (1.0 Encumbrance) Masterpiece Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Life +40.00 Immune +40% Knockbk other ------- Encumbrance +70 Fatigue -10% 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 main hand | Voryrann the Duskpeal (121% power, 8 apr)T1Rare greatmaul 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: phase When used to attack: Power: 122% Range: 1.5x Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +8 Critical Rate +0.5% Attack Speed 100% Ignore Shields +16% On-hit +12 darkness While equipped: offense ------ Damage Change +3% cold Ignore resists +15% cold When Hit 4 darkness Massive two-handed mauls. |
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour)T1Ego hands /armor (1.5 Encumbrance) Arcane Power Keywords: magic While equipped: Stats +2Mag offense ------ Damage Change +3% arcane defense ------ Armor +1 other ------- Fatigue +1% 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 | marauder's cured leather armour of command (16 def, 7 armour)T2Ego++ light /armor (9.0 Encumbrance) Masterpiece/Psionic Power Keywords: marauder/command While equipped: Stats +4Str +4Dex +2Cun defense ------ Armor +7 Defense +16 (+7 eff.) Physical save +7 (+4 eff.) Mind save +13 (+7 eff.) other ------- Fatigue +7% A suit of armour made of leather. |
| Cloak | Xanynn (16 def, 2 armour)T1Rare cloak /armor (2.0 Encumbrance) Psionic Power Keywords: regal While equipped: Stats +1Con +3Wil offense ------ Damage Change +6% physical Physical Crit +4.0% defense ------ Armor +2 Defense +16 (+7 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet of visionT3Ego+ amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: vision While equipped: defense ------ Immune +16% Blind other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! |
Inventory
Withering OrbsT1Unique amulet /jewelry (0.1 Encumbrance) Psionic Power While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
copper ringT1Normal ring /jewelry (0.1 Encumbrance) Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)T1Unique dagger 1H /weapon (1.0 Encumbrance) Arcane Power Requires: - Cunning 16 When used to attack: Power: 111% Range: 1.3x Uses 45% Str, 55% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental steel dagger of crippling (105% power, 6 apr)T2Ego++ dagger 1H /weapon (1.0 Encumbrance) Arcane Power/Masterpiece Keywords: elemental/crippling When used to attack: Power: 106% Range: 1.3x Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Damage Change +10% fire Ignore resists +7% fire Physical Crit +6.0% Sharp, short and deadly. |
elemental steel dagger of daylight (101% power, 6 apr)T2Ego+ dagger 1H /weapon (1.0 Encumbrance) Arcane Power Keywords: elemental/daylight When used to attack: Power: 101% Range: 1.3x Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage Change +7% fire Ignore resists +8% fire Sharp, short and deadly. |
iron dagger 'Dawnhacker' (114% power, 5 apr)T1Rare dagger 1H /weapon (1.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Power: 114% Range: 1.3x Uses 50% Dex, 50% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +6% temporal Immune +10% Bleed other ------- Light +1 Sharp, short and deadly. |
balanced steel greatsword of erosion (130% power, 2 apr)T2Ego greatsword 2H /weapon (3.0 Encumbrance) Nature Power/Masterpiece Keywords: erosion/balanced When used to attack: Power: 131% Range: 1.6x Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +9 (+4 eff.) Immune +31% Disarm Massive two-handed swords. |
Gossra the SnowworthT1Rare longbow 2H /weapon (4.0 Encumbrance) Masterpiece Requires: - Talent Shoot Keywords: mighty When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +4 acid On-crit, radius 2 +4 cold On Hit: * 10% chance to reduce armor by 15% While equipped: Stats +3Str offense ------ Physical Power +9 (+3 eff.) defense ------ Resistance +6% mind Longbows are used to shoot arrows at your foes. |
SurefireT1Unique longbow 2H /weapon (4.0 Encumbrance) Masterpiece Requires: - Dexterity 18 - Talent Shoot When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3Dex offense ------ Damage Change +5% physical Physical Crit +5.0% Accuracy +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
fungal ash longbowT2Ego longbow 2H /weapon (4.0 Encumbrance) Nature Power Requires: - Talent Shoot Keywords: fungal When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3Con other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
Frozenwreck (108% power, 3 apr)T2Rare longsword 1H /weapon (3.0 Encumbrance) Antimagic Power Keywords: manaburning When used to attack: Power: 108% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +12 darkness On Hit: * 13 arcane resource burn While equipped: offense ------ Damage Change +9% cold Ignore resists +15% fire When Hit 2 cold defense ------ Resistance +3% fire +3% cold Sharp, long, and deadly. |
steel longsword of dampening (112% power, 3 apr)T2Ego longsword 1H /weapon (3.0 Encumbrance) Antimagic Power Keywords: dampening When used to attack: Power: 112% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: defense ------ Resistance +9% acid +8% lightning +7% cold +7% fire +4% all Spell save +6 (+5 eff.) Sharp, long, and deadly. |
chilling steel mace of massacre (120% power, 3 apr)T2Ego mace 1H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Keywords: chilling/massacre When used to attack: Power: 121% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +10 cold Blunt and deadly. |
ash starstaff (111% power, 3 apr, light element)T2Normal staff 2H /weapon (5.0 Encumbrance) Requires: - Magic 16 When used to attack: Power: 111% Range: 1.2x Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Damage Change +15% light Spell Crit +2% Spellpower +6 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Duryroddarig' (111% power, 3 apr, physical element)T2Random Unique staff 2H /weapon (5.0 Encumbrance) Nature Power Requires: - Magic 16 Keywords: illumination When used to attack: Power: 111% Range: 1.2x Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1Cun offense ------ Damage Change +9% mind +15% physical Spell Crit +2% Spellpower +6 (+6 eff.) defense ------ Defense +20 (+8 eff.) Mind save +6 (+3 eff.) other ------- Light +8 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 49.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, blight element)T2Normal staff 2H /weapon (5.0 Encumbrance) Requires: - Magic 16 When used to attack: Power: 111% Range: 1.2x Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Damage Change +15% blight Spell Crit +2% Spellpower +6 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)T1Unique waraxe 1H /weapon (3.0 Encumbrance) Arcane Power When used to attack: Power: 121% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage Change +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. |
grounding rough leather beltT1Ego belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
Radianceknight the woollen robe (20 def, 0 armour)T2Rare cloth /armor (2.0 Encumbrance) Nature Power Keywords: fire While equipped: offense ------ Damage Change +12% fire defense ------ Defense +20 (+8 eff.) Resistance +9% lightning +18% fire +9% all Unlife -80.00 life Immune +20% Confus other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of blight (+10%) (0 def, 0 armour)T2Ego cloth /armor (2.0 Encumbrance) Arcane Power Keywords: shimmering/blight While equipped: offense ------ Damage Change +12% arcane +10% blight defense ------ Resistance +10% blight +9% all other ------- Resource +26.00 Max mana A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dimstone the iron mail armour (2 def, 4 armour)T1Rare heavy /armor (14.0 Encumbrance) Masterpiece Keywords: fire res While equipped: offense ------ Damage Change +9% darkness Ignore resists +5% cold defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +3% darkness +16% fire other ------- Fatigue +12% A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)T2Normal light /armor (9.0 Encumbrance) While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) other ------- Fatigue +7% A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)T2Normal light /armor (9.0 Encumbrance) While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) other ------- Fatigue +7% A suit of armour made of leather. |
iron shield of cold resistance (+17%) (0 def, 2 armour, 96% power, 21.5 block)T1Ego shield /armor (7.0 Encumbrance) Masterpiece Keywords: cold When used to attack (with talents): Power: 96% Range: 1.2x Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Resistance +17% cold other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
reinforced steel shield of fire resistance (+17%) (0 def, 6 armour, 101% power, 63.5 block)T2Ego shield /armor (7.0 Encumbrance) Masterpiece Keywords: fire/reinforced When used to attack (with talents): Power: 101% Range: 1.2x Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +3.0% Block +64 While equipped: defense ------ Armor +6 Resistance +17% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
4 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)T1Unique digger /tool (3.0 Encumbrance) Unknown Power While equipped: offense ------ Damage Change +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialT1Unique lite (1.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% light On-Hit 15 Lite Light Burst (radius 1) defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lanternT1Normal lite (2.0 Encumbrance) While equipped: other ------- 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 OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
3 ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zirconT1Normal yellow /gem (0.0 Encumbrance) While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Unlocker the Dwarf Wyrmic level 10
1st Acquisition 122nd year of Ascendancy at 04:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Unlocker the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 19:06 see stats
The secret city
Discovered the truth about mages.By Unlocker the Dwarf Wyrmic level 14
29th Profit 122nd year of Ascendancy at 20:51 see stats
Log
Carrion worm mass's wormblight area effect hits Unlocker for 4 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Melee retaliation hits Worm that walks for 4 darkness damage.
Worm that walks hits Unlocker for 18 physical, 9 cold, 20 blight (47 total damage).
Worm that walks receives 9 healing from Ruin.
Unlocker hits Worm that walks for 25 physical, 11 darkness, 19 arcane (54 total damage).
Melee retaliation hits Carrion worm mass for 4 darkness damage.
Carrion worm mass hits Unlocker for 4 physical damage.
Worm that walks casts Worm Rot.
Unlocker is afflicted by a terrible worm rot!
Worm that walks misses Unlocker.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's wormblight area effect hits Unlocker for 5 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Melee retaliation hits Worm that walks for 4 darkness damage.
Worm that walks hits Unlocker for 12 blight, 10 cold, 24 blight (47 total damage).
Worm that walks receives 11 healing from Ruin.
Unlocker's skin returns to normal.
Worm Rot from Worm that walks hits Unlocker for 45 blight damage.
Unlocker the level 14 dwarf wyrmic was debilitated by noxious blight before falling to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Unlocker!
Unlocker is free from the worm rot.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm Rot from Worm that walks killed Unlocker!
Saving game...
Saving done.



























































































