










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In 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 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 18 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 54 (base 46) |
| Willpower | 34 (base 26) |
| Cunning | 32 (base 21) |
Resources
| Life | 356/357 |
| Mana | 248/284 |
| Soul | 7/9 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 4.4451220300198 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 49.390415961552 |
| See Invisible | 51.390415961552 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 17 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Acid | +10% |
| Darkness | +10% |
| Physical | +6% |
| Blight | +10% |
| Arcane | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 1 |
| Physical Save | 20 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Nature | + 38%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 17%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Darkness | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 197.78 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 54 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Aura of Undeath |
| talent | Reaping |
| talent | Chant of Fortitude |
| talent | Hiemal Shield |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Ungrol of Last Hope's elixir of foundations |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed xorn fragment. * You've found the needed naga tongue. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots of phasing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| On head | Gluta the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% defense ------ Armor +1 Fatigue +1% Resistance +7% lightning +9% temporal Crit Resistance 5.00% Confus Resist +20% A cap made of leather. |
| Tool | ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Boltbearer the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Mindpower +20 (+7 eff.) Damage +11% nature When Hit 4 lightning defense ------ Resistance +22% nature Physical save +12 (+6 eff.) Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+5 eff.) Ignore Armor +8 defense ------ Defense +11 (+8 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +7% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| Main armor | woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +47.00 Life Regen +1.60 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Kor's Fall (10-12 power, 0 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 151.06 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (302). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| Cloak | Hellsnake (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex offense ------ Physical Crit +1.0% Damage +6% physical Ignore resists +15% fire defense ------ Defense +1 (+1 eff.) Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 'Aerelen'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +3% arcane When Hit 4 blight defense ------ Life +40.00 other ------- Mana-on-crit +2.00 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. |
Inventory
movement infusion of the wizard (speed 562%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the duelist (range 35; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+14 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+4 eff.) Rings make your fingers look great! |
potent elm bonestaff (13-16 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +13% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe (22-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Normal] Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
quick steel greatmaul of massacre (41-62 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Combat Speed +10% Accuracy +12 (+7 eff.) Massive two-handed mauls. |
balanced iron greatsword of crippling (15-24 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 15.0 - 24.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Accuracy +9 (+5 eff.) defense ------ Defense +9 (+7 eff.) Disease Resist +15% Disarm Resist +28% Massive two-handed swords. It was changed by the digestive sack. |
steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Normal] Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel shield (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Xerura the Shimmeronslaught (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +15% nature defense ------ Resistance +6% lightning +3% darkness +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+0 eff.) defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
thick linen cloak of battle (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+2 eff.) defense ------ Armor +5 Defense +1 (+1 eff.) Fatigue -2% Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
linen wizard hat of knowledge (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
5 agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ertinrma the Higher Necromancer level 9
17th Dusk 122nd year of Ascendancy at 15:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ertinrma the Higher Necromancer level 17
50th Haze 122nd year of Ascendancy at 06:13 see stats
Level 10
Got a character to level 10.By Ertinrma the Higher Necromancer level 10
11st Haze 122nd year of Ascendancy at 03:31 see stats
The Arena
Unlocked Arena mode.By Ertinrma the Higher Necromancer level 5
79th Pyre 122nd year of Ascendancy at 08:16 see stats
Log
Ertinrma's aura of power vanishes.
Talent Born into Magic is ready to use.
Your hiemal shield regenerates to full!
Talent Wrath of the Highborn is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
You pickup 0.40 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.50 gold pieces.
You pickup 0.45 gold pieces.
Ertinrma picks up (z.): topaz.
You pickup 0.90 gold pieces.
Ran for 8 turns (stop reason: interesting terrain).
Ertinrma casts Invoke Darkness.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Ertinrma deactivates Spikes of Decrepitude.
Ertinrma activates Spikes of Decrepitude.
Ertinrma deactivates Chant of Fortitude.
Ertinrma activates Chant of Fortitude.
Ertinrma deactivates Reaping.
Ertinrma activates Reaping.
Ertinrma deactivates Aura of Undeath.
Ertinrma activates Aura of Undeath.
Ertinrma deactivates Hiemal Shield.
Ertinrma activates Hiemal Shield.


































































































