










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Dark Priest 1.4.2 Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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: 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:
Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: More Taints 1.5.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Items Vault 1.5.0Donators/Buyers bonus! Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel 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:
Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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 Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Minstrel |
| Level / Exp | 18 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 1st Mirth 122nd year of Ascendancy at 07:32 2 / 3Killed by Spellblaze Crystal at level 2 on the 1st Mirth 122nd year of Ascendancy at 09:06 Killed by Betudhedhena the bandit lord at level 12 on the 12nd Dusk 122nd year of Ascendancy at 00:21 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 34 (base 32) |
| Constitution | 11 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 32 (base 28) |
| Cunning | 32 (base 28) |
Resources
| Life | 354/354 |
| Stamina | 186/186 |
| Equilibrium | 0 |
| Healing Factor | 1.102737605435 |
| Regeneration | 4.1040132108657 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 50 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Acid | +3% |
| Light | +18% |
| Darkness | +20% |
| Cold | +11% |
| Arcane | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +10% |
| Arcane | +25% |
| Mind | +10% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 27 (38.536585365854%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 2.669446550417 |
| Physical Save | 11 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 64%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 61%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 5% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 50% |
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Musical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Wit | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Card invocation | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle ballads | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Performance arts | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Ballad of Revivification |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 54 - 75 Accuracy: 65 (knife) APR: 6 Crit Chance: +14% Crit mult: 163% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 52% chance to deflect up to 15 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 talent Unflinching Resolve (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 | Duvigogund the pair of iron boots (11 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane +3% acid Res.pen +25% arcane +20% acid ----- def ----- Armour +3 Defense +11 (+6 eff.) Fatigue +2% Resists +5% arcane Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Stargash' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% light Res.pen +10% mind Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +9% mind +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Dazzleire' (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +6% lightning +6% fire Res.pen +10% lightning On Hit (Melee): * 15% chance to blind ----- def ----- Armour +2 Resists +3% light +7% fire ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eremagarek [power 34] (30 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +12% blight +6% temporal Disease- +5% Cut- +5% ---------- misc Talents +3 Telekinetic Blast Teleport randomly (rad 34) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Gleamstreaker'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% darkness +6% light Melee Ret 4 light ----- def ----- Resists +22% lightning +6% light ---------- misc Light +3 Rings can have magical properties. |
| On fingers | Eilinuseta the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
| Around neck | steel amulet 'Dusktrail'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +4 Melee Ret 20 darkness 4 blight ----- def ----- Spell.save +3 (+1 eff.) Teleport- +50% ---------- misc Vim/s.crit +1.00 Teleport you randomly (rad 30) Puts all charms on 15 cooldown Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 76.30 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +5% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | linen cloak 'Shineravager' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil +1 Con dps ---------- Dmg.mod +9% light ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Voidbliss the drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% darkness Res.pen +10% darkness Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +11% acid +12% physical +38% fire +14% lightning +27% cold A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 82)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 210 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 135 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 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 162 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 162 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Halomarin the Chargeradiance0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +1% On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning ---------- misc Hate/m.crit +1.00 Amulets can have magical properties. |
stabilizing steel amulet of mastery (0.13 Technique / Performance arts)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +23% ---------- misc Masteries +0.13 Technique/Performance arts Amulets can have magical properties. |
warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Gerin the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% mind ----- def ----- Resists +6% cold +5% arcane +12% temporal Mind.save +8 (+4 eff.) Rings can have magical properties. |
Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
mule's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -4% Resists +10% blight ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
savage's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +15.00 Rings can have magical properties. |
chilling steel dagger of massacre (19.5-25.35 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.5 - 25.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
insidious iron dagger of massacre (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 insidious poison Sharp, short and deadly. |
insidious steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 insidious poison Sharp, short and deadly. |
insidious steel dagger of the leech (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 11.5 - 15.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 insidious poison On Hit: * Slows global speed by 4% * leeches stamina from the target While equipped: dps ---------- Melee Ret 6 nature slow Sharp, short and deadly. |
steel greatsword (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
vined mindstar of balance (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +2 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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. |
vined mindstar of life (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 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. |
steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% physical +6% fire +7% cold ----- def ----- Resists +10% acid +10% physical +10% fire +11% cold ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% Phys.save +6 (+6 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Resists +5% blight Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +6% blight Spell.save +14 (+7 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) Apr +5 On Melee Ret: * 15% chance to reduce effective powers by 20% * 16 arcane resource burn ----- def ----- Armour +1 Resists +6% blight Spell.save +17 (+8 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
linen wizard hat 'Chargeraven' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Melee Ret 20 lightning 8 light ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Light +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Adyldann' (3 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +6% blight +9% acid Phys.save +18 (+13 eff.) Teleport- +20% A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
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. |
Kheletir the Pyrebiter1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind +3% fire Melee Ret 4 mind 4 fire ----- def ----- Resists +15% mind ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tirahad the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil +3 Mag dps ---------- Dmg.mod +9% temporal Res.pen +20% blight ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Light +5 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 (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. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Eniieis the Cornac Minstrel level 13
42nd Dusk 122nd year of Ascendancy at 15:09 see stats
Level 10
Got a character to level 10.By Eniieis the Cornac Minstrel level 10
4th Flare 122nd year of Ascendancy at 00:06 see stats
Poisonous
Sided with the assassin lord.By Eniieis the Cornac Minstrel level 12
13rd Dusk 122nd year of Ascendancy at 07:13 see stats
That was close
Killed your target while having only 1 life left.By Eniieis the Cornac Minstrel level 12
12nd Dusk 122nd year of Ascendancy at 01:34 see stats
The Arena
Unlocked Arena mode.By Eniieis the Cornac Minstrel level 9
2nd Flare 122nd year of Ascendancy at 05:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Eniieis the Cornac Minstrel level 17
71st Dusk 122nd year of Ascendancy at 04:17 see stats
Log
Eniieis uses Throwing Knives.
Welcome to level 18 [Eniieis].
Eniieis has 3 stat point(s), 2 class talent point(s), 2 generic talent point(s) to spend. Press p to use them.
You collect a new ingredient: snow giant kidney (1).
Eniieis's Throwing Knife hits Snow giant for 50 physical damage.
Snow giant hits Eniieis for 3 cold damage.
Eniieis's Throwing Knife killed Snow giant!
Eniieis deactivates Ballad of Revivification.
Eniieis activates Ballad of Revivification.
You pickup 0.70 gold pieces.
Resting starts...
Talent Moxie is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: didn't move).
You don't see how to get there...
Ran for 61 turns (stop reason: interesting terrain).
There is a way to the next level here (press '' or right click to use).
Ran for 102 turns (stop reason: interesting terrain).
Eniieis deactivates Ballad of Revivification.

























































