











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Official 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 19 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by orc soldier at level 2 on the 18th Voratun 122nd year of Ascendancy at 19:51 1 / 4Killed by gigantic gravity worm at level 18 on the 24th Loss 122nd year of Ascendancy at 15:25 Killed by Glorilemira the snow giant chieftain at level 19 on the 26th Loss 122nd year of Ascendancy at 14:52 Killed by Glorilemira the snow giant chieftain at level 19 on the 26th Loss 122nd year of Ascendancy at 17:34 |
Primary Stats
| Strength | 30 (base 16) |
| Dexterity | 15 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 50 (base 45) |
| Willpower | 43 (base 35) |
| Cunning | 15 (base 10) |
Resources
| Life | 658/658 |
| Mana | 373/373 |
| Equilibrium | 0 |
| Healing Factor | 1.5214285714285 |
| Regeneration | 3.7274999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 21 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 21 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Temporal | +6% |
| Blight | +4% |
| Arcane | +6% |
| Mind | +13% |
Offense: Damage Penetration
| Fire | +10% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 39.551211628464 (74.117647058824%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 50 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 11%( 70%) |
| Mind | + 13%( 70%) |
| All | 0%( 70%) |
| Light | + 40%( 70%) |
| Cold | + 35%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 54% |
| Confusion Resistance | 48% |
| Disarm Resistance | 32% |
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 144 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 674% for 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by hornet swarm. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Harolerain (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +12% acid Spell.save +3 (+1 eff.) Pinning- +20% Knockbk- +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +2 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 dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Apr +4 Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 84.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Furnacefist' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +10% fire ----- def ----- Armour +1 Resists +12% fire HP.reg +1.00 ---------- misc Stam/turn +0.70 Equi/ret +0.04 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Chamukhad0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +13% light +6% temporal ----- def ----- Resists +26% light Phys.save +20 (+6 eff.) Max.HP +86.00 HP.reg +1.20 Heal.mod +15% Silence- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.20 Mana/turn +0.32 Rings can have magical properties. |
| On fingers | voratun ring 'Druleg'0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Armour +6 Resists +13% mind Phys.save +12 (+4 eff.) Mind.save +9 (+4 eff.) Max.HP +40.00 Disarm- +32% Confus- +48% Pinning- +34% Knockbk- +43% Rings can have magical properties. |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
| In main hand | corrosive dwarven-steel shield of radiance (8 def, 2 armour, 33.5-40.2 power, 82 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +82 Melee+ +10 acid +11 light While equipped: Stats +2 Mag +6 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% * 23% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% acid +14% light ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | murderer's linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Cun dps ---------- Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +1 (+0 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 plate armour 'Unrykath' (3 def, 7 armour)17.0 T1 massive armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +11% arcane +3% blight Spell.save +11 (+4 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 301 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
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... |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +13 (+6 eff.) Confus- +21% Rings can have magical properties. |
Salebrerin the Chargequeen0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% acid Spell.save +3 (+1 eff.) Rings can have magical properties. |
balanced iron battleaxe of erosion (14.5-21.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Master Power 14.5 - 21.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature +9 temporal While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
acidic dwarven-steel greatsword of massacre (45.5-72.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed swords. |
acidic steel longsword of massacre (22.5-31.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
creative vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
Dazzlelore (21/21, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Nature Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 21 Ranged+ +7 gravity +4 blight On Crit.r2 +4 blight On Hit: * 40% chance to blind * 40% chance to disease * 40% chance to cause random gloom * 10% chance to crush the target Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 10-12 power, 23 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +23 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Tempestwoe the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +3% lightning Res.pen +10% lightning ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% darkness Max.HP +22.00 A suit of armour made of mail. |
regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Cracklelore' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +3% darkness +9% acid Pinning- +5% A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
4 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. |
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. |
3 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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. |
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 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. |
quick dwarven-steel torque of charged psionic shield [power 59] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gjorn the Dwarf Stone Warden level 11
26th Profit 122nd year of Ascendancy at 09:50 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Gjorn the Dwarf Stone Warden level 19
25th Loss 122nd year of Ascendancy at 09:54 see stats
Exterminator
Killed 1000 creatures.By Gjorn the Dwarf Stone Warden level 15
25th Wealth 122nd year of Ascendancy at 15:21 see stats
Level 10
Got a character to level 10.By Gjorn the Dwarf Stone Warden level 10
8th Profit 122nd year of Ascendancy at 15:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gjorn the Dwarf Stone Warden level 17
12nd Dearth 122nd year of Ascendancy at 06:02 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Gjorn the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 22:21 see stats
The Arena
Unlocked Arena mode.By Gjorn the Dwarf Stone Warden level 7
2nd Acquisition 122nd year of Ascendancy at 21:44 see stats
The secret city
Discovered the truth about mages.By Gjorn the Dwarf Stone Warden level 16
30th Wealth 122nd year of Ascendancy at 11:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gjorn the Dwarf Stone Warden level 17
13rd Loss 122nd year of Ascendancy at 19:07 see stats
Log
Temporal hound hits Crystaline Half (Gjorn) for 22 temporal, 24 physical (46 total damage).
Temporal hound loses sight!
Stone Half (Gjorn) hits Temporal hound for 13 blight damage.
Temporal hound hits Stone Half (Gjorn) for 20 temporal, 21 physical (40 total damage).
Bleeding from Crystaline Half (Gjorn) hits Temporal hound for 41 physical damage.
Bleeding from Crystaline Half (Gjorn) hits Temporal hound for 9 physical damage.
Talent Eldritch Fury is ready to use.
Bleeding from Crystaline Half (Gjorn) hits Glorilemira the snow giant chieftain for 36 physical damage.
Bleeding from Gjorn hits Stone Half (Gjorn) for 33 physical damage.
Bleeding from Gjorn hits Snow giant boulder thrower for 26 physical damage.
Insidious Poison from Gjorn hits Stone Half (Gjorn) for 7 nature damage.
Gjorn casts Eldritch Fury.
Gjorn misses Glorilemira the snow giant chieftain.
Gjorn misses Glorilemira the snow giant chieftain.
Gjorn misses Glorilemira the snow giant chieftain.
Glorilemira the snow giant chieftain is dazed!
You have 1 life(s) left.
Gjorn deactivates Shards.
Gjorn deactivates Eldritch Infusion.
Stone Half (Gjorn) is not silenced anymore.
Stone Half (Gjorn) is no longer poisoned.
Stone Half (Gjorn) stops bleeding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Glorilemira the snow giant chieftain hits Gjorn for 6 acid, 6 cold, 3 blight, 7 fire, 6 acid, 6 cold (33 total damage).
Gjorn hits Glorilemira the snow giant chieftain for 57 nature, 8 acid, 10 light, 10 arcane, 59 nature, 8 acid, 10 light, 10 arcane, 33 nature, 4 cold, 10 arcane (220 total damage).
Gjorn the level 19 dwarf stone warden was cooled to death by Glorilemira the snow giant chieftain on level 3 of Daikara.
Saving done.





















































































