










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/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. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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 1.6.0Official 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:
Better Item Description 1.6.6This 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 Forbidden Cults 1.6.0Official 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 | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 19 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Yvutha the great wolf at level 7 on the 8th Mirth 122nd year of Ascendancy at 16:09 0 / 6Killed by thought-forged bowman at level 8 on the 9th Mirth 122nd year of Ascendancy at 01:50 Killed by Norgos, the Guardian at level 11 on the 5th Flare 122nd year of Ascendancy at 10:19 Killed by Glelle the copperhead snake at level 13 on the 1st Dusk 122nd year of Ascendancy at 00:05 Killed by Aerawyn the deformed poison ivy at level 18 on the 27th Dusk 122nd year of Ascendancy at 00:02 Killed by Wedr the quasit squad leader at level 19 on the 42nd Dusk 122nd year of Ascendancy at 07:51 |
Primary Stats
| Strength | 47 (base 45) |
| Dexterity | 19 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 48 (base 37) |
| Willpower | 19 (base 10) |
| Cunning | 18 (base 11) |
Resources
| Life | -12/533 |
| Stamina | 97/192 |
| Vim | 22/64 |
| Healing Factor | 1.2426086956521 |
| Regeneration | 81.129921739129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 30 |
| Crit Chance | 17% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +13% |
| Nature | +3% |
| Cold | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 45.624535626615 (100%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 23 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 7%( 73%) |
| Arcane | + 5%( 73%) |
| Cold | + 11%( 73%) |
| All | 0%( 73%) |
| Physical | + 11%( 73%) |
| Darkness | + 25%( 73%) |
| Light | + 36%( 73%) |
| Temporal | + 10%( 73%) |
| Mind | + 12%( 73%) |
| Lightning | + 43%( 73%) |
| Fire | + 31%( 73%) |
| Nature | + 8%( 73%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 22% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Chant of Fortress |
| talent | Flame of Urh'Rok |
| detrimental effect | The target is on fire, taking 48.15 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 60.04 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 119.51 physical damage per turn. Bleeding |
| detrimental effect | Damage reduced by 44%. To The Arms |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | Rimetrail the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +3% light Max.HP +60.00 HP.reg +2.00 Heal.mod +11% Blind- +10% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Prismbreacher' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Mag +2 Cun dps ---------- Dmg.mod +3% light +6% cold Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
| Tool | Venomspire the elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to slow global speed by 39% * 10% chance to reduce all saves and defense by 14 ----- def ----- Resists +3% nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+3 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings can have magical properties. |
| Around waist | Korurach the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +4 Cun ----- def ----- Defense +9 (+4 eff.) Resists +3% light Stealth +7 A belt that goes around your waist. |
| In main hand | steel battleaxe 'Quenchenvy' (20.5-30.75 power, 15 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Phasing +17% Melee+ +10 temporal +4 cold On Hit.r1 +8 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: ----- def ----- Resists +10% temporal ---------- misc Max.psi +20.00 Massive two-handed battleaxes. |
| On hands | Tulichik the hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Melee+ 8 nature Dmg.mod +3% nature ----- def ----- Armour +7 Resists +3% darkness +5% arcane +5% nature Spell.save +12 (+6 eff.) Mind.save +7 (+3 eff.) Max.HP +43.00 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gugatira the steel plate armour (0 def, 9 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +10% acid +5% blight Melee Ret 8 acid ----- def ----- Armour +9 Fatigue +22% Resists +7% acid +6% physical +6% fire +5% cold +6% mind +21% lightning Mind.save +11 (+5 eff.) Disarm- +21% Stun/Frz- +22% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Arildama (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +1 Cun dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Defense +1 (+0 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Radhylehell the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +4 Wil dps ---------- Mind.crit +1% Res.pen +10% mind ----- def ----- Armour +4 Defense +4 (+2 eff.) Res.Cap +3% all Phys.save +11 (+5 eff.) ---------- misc Psi/ret +0.12 Amulets can have magical properties. |
Inventory
Prismatic Rune (6 turns; acid, physical, light, fire, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 light, 4 fire, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic iron greatmaul of massacre (26.5-39.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed mauls. |
iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
plaguebringer's steel greatsword (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +15% Massive two-handed swords. |
Silorenor (20-24 power, 4 apr, temporal element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Phys.pwr +8 (+3 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +15% acid +20% temporal +9% mind Res.pen +10% mind Acc +8 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 31% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Lelostir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Melee Ret 6 physical ----- def ----- Armour +1 Resists +6% fire +6% nature +6% cold A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% cold +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aronn the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 6 acid Dmg.mod +4% acid Acc +10 (+5 eff.) Apr +2 ----- def ----- Armour +7 Resists +6% acid Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning Acc +11 (+5 eff.) ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightsaw (20 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% light +5% physical ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +1% Resists +5% cold +6% fire A cap made of leather. |
Zitorab the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% cold +3% darkness +5% arcane Crit.dmg- 15.00% Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Gloravea (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +6% blight Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% blight Max.HP +23.00 A suit of armour made of mail. |
Yarulach (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +23% cold Mind.save +6 (+3 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 T3 massive armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +13% nature +14% blight Max.HP +31.00 A suit of armour made of metal plates. |
2 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. |
183 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xyvena the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +2 Resists +6% fire +6% darkness +3% light Heal.mod +10% Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Shadewish'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Apr +2 Melee Ret 6 darkness ---------- misc 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 57.79 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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: 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. |
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. |
4 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. |
9 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By moomoo the Doomelf Doombringer level 19
41st Dusk 122nd year of Ascendancy at 19:46 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By moomoo the Doomelf Doombringer level 5
78th Pyre 122nd year of Ascendancy at 06:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By moomoo the Doomelf Doombringer level 10
1st Summertide 122nd year of Ascendancy at 08:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By moomoo the Doomelf Doombringer level 10
1st Summertide 122nd year of Ascendancy at 08:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By moomoo the Doomelf Doombringer level 14
1st Dusk 122nd year of Ascendancy at 11:36 see stats
Log
moomoo receives 1 healing from Devouring flames from Moomoo.
Wedr the quasit squad leader receives 117 healing.
Wedr the quasit squad leader hits moomoo for (36 absorbed), 0 physical (0 total damage).
Wedr the quasit squad leader uses To The Arms.
Your shield crumbles under the damage!
The shield around moomoo crumbles.
Moomoo is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Wedr the quasit squad leader for (7 turned into osmosis), 7 acid, (5 turned into osmosis), 5 blight, (6 turned into osmosis), 6 fire, (2 turned into osmosis), 2 light (20 total damage).
Wedr the quasit squad leader hits moomoo for (142 absorbed), 82 physical, 28 fire (110 total damage).
moomoo performs a melee critical strike against Wedr the quasit squad leader!
Wedr the quasit squad leader slows down.
Moomoo's weapon stops glowing.
Wedr the quasit squad leader shrugs off the effect 'Disable'!
Melee retaliation hits moomoo for 4 acid damage.
moomoo hits Wedr the quasit squad leader for (27 turned into osmosis), 27 physical, (2 turned into osmosis), 2 cold, (5 turned into osmosis), 5 temporal, (10 turned into osmosis), 10 arcane, (4 turned into osmosis), 4 nature, (8 turned into osmosis), 8 light, (4 turned into osmosis), 4 mind, (5 turned into osmosis), 5 fire (64 total damage).
Bleeding from Wedr the quasit squad leader hits moomoo for 57 physical damage.
Burning from Wedr the quasit squad leader hits moomoo for 18 fire damage.
Wedr the quasit squad leader is less vulnerable.
Wedr the quasit squad leader receives 117 healing.
Burning from Moomoo hits Wedr the quasit squad leader for (4 turned into osmosis), 4 fire (4 total damage).
moomoo receives 1 healing from Devouring flames from Moomoo.
Moomoo casts Abduction.
moomoo misses Wedr the quasit squad leader.
Melee retaliation hits moomoo for 3 acid damage.
moomoo hits Wedr the quasit squad leader for (32 turned into osmosis), 32 physical, (2 turned into osmosis), 2 cold, (5 turned into osmosis), 5 temporal, (10 turned into osmosis), 10 arcane, (4 turned into osmosis), 4 nature, (8 turned into osmosis), 8 light, (4 turned into osmosis), 4 mind, (5 turned into osmosis), 5 fire (69 total damage).
Wedr the quasit squad leader uses Overpower.
Wedr the quasit squad leader performs a melee critical strike against moomoo!
Saving game...


































































































