
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Godmode Merchant 1.7.6GodMode for T.O.M.E version 1.7.6
BECOME A GOD! Unlock ALL Talents, Increase Health & Mana! Add Stat, Generic, Category, & Prodigy Points! Add Extra Lives, increase Levels, Gold and Carry Weight! Toggle Invulnerability and Insta Kill! Imbue Any Item! Custom Shops! All Available in the main campaign, Orc: Embers of Rage, and Infinite DungeonOpen inventory (Press 'i') and Left click to open the [GodMode] menu and have FUN! I wanted to make a customizable GodMode so you can set your character's power: From just learning new talents to increasing various character stat points and sub stats to full blown invulnerability and insta kill! *Doesn't disable achievements*
1. Please note you will need to start a new game for the [GodMode] menu to appear in the players inventory.2. Since this is an item, it can only be used where a typical item could be used. Cant be used on the world map, must be in a \"zone\" [town or dungeon] For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 17 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 17 on the 7th Wealth 122nd year of Ascendancy at 09:17 / 1 |
Primary Stats
| Strength | 58 (base 44) |
| Dexterity | 52 (base 42) |
| Constitution | 32 (base 27) |
| Magic | 17 (base 13) |
| Willpower | 54 (base 43) |
| Cunning | 30 (base 21) |
Resources
| Life | -43/785 |
| Stamina | 217/276 |
| Equilibrium | 79 |
| Healing Factor | 1.2824420161895 |
| Regeneration | 17.127001787947 |
Speed
| Mental | +13.252538333968% |
| Attack | +13.252538333968% |
| Movement | +55.539171999964% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 52.441006431034 |
| See Invisible | 52.441006431034 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 63 |
| Crit Chance | 41% |
| APR | 9 |
| Speed | 0.88 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 44% |
| Speed | 0.88298241673941 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +11% |
| Nature | +9% |
| Lightning | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Arcane | +25% |
| Fire | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 54.381474180285 (85.404685247777%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 30 |
| Physical Save | 62 |
| Spell Save | 47 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 16%( 73%) |
| Blight | + 16%( 73%) |
| Arcane | + 16%( 73%) |
| Cold | + 24%( 73%) |
| All | + 11%( 73%) |
| Darkness | + 20%( 73%) |
| Light | + 24%( 73%) |
| Physical | + 30%( 73%) |
| Lightning | + 41%( 73%) |
| Fire | + 20%( 73%) |
| Nature | + 21%( 73%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 0% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 329 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 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 lost warrior from death by Dragobeard. Escort: lost warrior (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by Dragobeard. Escort: repented thief (level 1 of Old Forest) | failed |
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 talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed electric eel tail. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Halahek the pair of iron boots (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Cun +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dreamer's brass lantern of the zealot2.0 T1 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed iron helm of the bounder (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +6 Dex ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 182.4 Physical damage. If the attack hits, the target is confused (39% 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. |
| On hands | Festertyphoon (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 8 nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +3% blight +6% cold HP.reg +3.00 Pinning- +20% ---------- misc Stam/turn +1.30 Max.stam +18.00 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 | woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
| On fingers | psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +21.00 Disarm- +24% Pinning- +30% Knockbk- +24% Rings make your fingers look great! |
| Around neck | Beloretira the Sparkriver0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% arcane ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +5% arcane +15% lightning Res.Cap +3% all Phys.save +9 (+2 eff.) Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel mace of amnesia (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% physical Acc +8 (+2 eff.) Apr +5 Blunt and deadly. |
| Around waist | Ivamissra the Barkstreaker1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% nature Res.pen +10% nature +15% fire ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In off hand | windwalling iron shield of the stars (0 def, 2 armour, 8-10 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +11 physical +11 light +10 darkness While equipped: Stats +1 Mag +2 Wil +2 Cun dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +2 Fatigue +8% Resists +10% physical +11% light +10% darkness Shield.near.proj +10 Proj.slow +12% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | regal linen cloak of the guardian (6 def, 4 armour)2.0 T1 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +11 (+4 eff.) Mind.save +16 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour 'Sepsisbutcher' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +6% physical +3% light +9% lightning Phys.save +12 (+3 eff.) Spell.save +9 (+3 eff.) A suit of armour made of mail. |
Inventory
Earokath the Cracklebiter0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning Melee Ret 4 lightning ----- def ----- Resists +6% acid +11% mind +3% lightning Confus- +20% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Layitha'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +4 Dex +4 Wil dps ---------- Dmg.mod +9% arcane Melee Ret 2 arcane 2 temporal ----- def ----- Resists +5% arcane Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
marksman's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% fire Acc +4 (+1 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +12 See.Invis +5 Rings make your fingers look great! |
mule's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Fatigue -4% Resists +20% fire ---------- misc Max.enc +21 Rings make your fingers look great! |
balanced steel longsword of massacre (20-29 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 68 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.60 cold damage and 3.60 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
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 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets 'Floeravage' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% light +12% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 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. |
Boltusher the dwarven-steel shield (0 def, 6 armour, 27-32 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +13 nature On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 55% While equipped: dps ---------- Mind.crit +3% Res.pen +10% lightning ----- def ----- Armour +6 Fatigue +8% Resists +16% blight +12% nature +6% light Spell.save +3 (+1 eff.) Max.HP +56.00 ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield of the stars (0 def, 2 armour, 8-10 power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +11 light +11 darkness While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +2 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+15%) (0 def, 3 armour, 9-11 power, 41.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of lightning resistance (+16%) (0 def, 5 armour, 12-14 power, 59 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +59 While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
7 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 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glareorder the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +3% cold Res.pen +5% mind +20% light ----- def ----- Max.HP +46.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 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 64.72 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
9 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
6 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dragobeard the Dwarf Wyrmic level 11
28th Profit 122nd year of Ascendancy at 05:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dragobeard the Dwarf Wyrmic level 10
22nd Profit 122nd year of Ascendancy at 18:05 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Dragobeard the Dwarf Wyrmic level 6
7th Profit 122nd year of Ascendancy at 17:22 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Dragobeard the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 06:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dragobeard the Dwarf Wyrmic level 11
34th Profit 122nd year of Ascendancy at 13:12 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Dragobeard the Dwarf Wyrmic level 12
41st Profit 122nd year of Ascendancy at 14:38 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dragobeard the Dwarf Wyrmic level 5
30th Voratun 122nd year of Ascendancy at 06:19 see stats
Log
Weirdling Beast receives 23 healing from Temporal Restoration Field.
Dragobeard spits acid!
Dragobeard hits Weirdling Beast for (93 absorbed), 0 acid (0 total damage).
Acid Splash from Weirdling Beast hits Dragobeard for 14 acid damage.
Weirdling Beast receives 23 healing from Temporal Restoration Field.
Acid Splash from Weirdling Beast hits Dragobeard for 14 acid damage.
Weirdling Beast receives 23 healing from Temporal Restoration Field.
Dragobeard hits Weirdling Beast for (59 absorbed), 0 physical (0 total damage).
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Dragobeard for 69 mind damage.
Talent Infusion: Healing is ready to use.
Acid Splash from Weirdling Beast hits Dragobeard for 14 acid damage.
Dragobeard performs a melee critical strike against Weirdling Beast!
Weirdling Beast's spell attains critical power!
Weirdling Beast has temporarily forgotten Soul Rot for 4 turns!
Dragobeard hits Weirdling Beast for (82 absorbed), 0 physical (0 total damage).
Melee retaliation hits Shadow for 9 nature damage.
Shadow hits Dragobeard for 10 physical damage.
Weirdling Beast feels pain again.
The shield around Weirdling Beast crumbles.
Weirdling Beast receives 23 healing from Temporal Restoration Field.
Weirdling Beast uses Infusion: Healing.
Weirdling Beast receives 444 healing from Infusion: Healing.
Weirdling Beast casts Manathrust.
Weirdling Beast hits Dragobeard for 161 arcane damage.
Dragobeard the level 17 dwarf wyrmic was dweomered to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.


















































































































