










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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. Improved Auto-explore and Rest 1.5.5Quality 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 19 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Adidheda the assassin at level 18 on the 64th Haze 122nd year of Ascendancy at 19:02 4 / 1 |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 56 (base 47) |
| Constitution | 19 (base 10) |
| Magic | 24 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | 367/367 |
| Stamina | 116/116 |
| Healing Factor | 1.1814285714286 |
| Regeneration | 1.0042142857143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 54 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Mind | +6% |
| Physical | +9% |
| Cold | +15% |
| Fire | +6% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 27 (53.536585365854%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 16 |
| Mental Save | 8 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Nature | + 16%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 25%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 220 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Concealment |
| talent | Secrets of the Eternals |
| talent | Trained Reactions |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | 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 Track (+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 talent Device Mastery (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Lisybrevena (18/18, 33.5-46.9 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 18 Ranged+ +11 bleed On Hit.r1 +4 mind On Hit: * Slows global speed by 40% * 20 arcane resource burn On Crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | Shimmerzeal the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% mind +3% lightning ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | miner's rough leather cap (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Runadil the Firewilder0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag +2 Cun +9 Con dps ---------- Dmg.mod +6% fire ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Infravis +3 Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In main hand | mighty yew longbow of acid4.0 T3 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +11 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
| On hands | sand iron gauntlets (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Beeldil the Offaltouch (10 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex +5 Mag +2 Wil dps ---------- Phys.crit +5.0% Apr +6 ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Resists +6% nature ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 32 cooldown Level 4.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 95 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 54 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 64.71 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | serendipitous steel amulet of mastery (0.10 Technique / Agility)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 12% ---------- misc Masteries +0.10 Technique/Agility Amulets can have magical properties. |
Inventory
shielding rune of the duelist (absorb 218 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 6 turns. 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 ability. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 27 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 15.45 to 46.35 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
serendipitous copper amulet of dexterity (+6)0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck +2 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets 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. |
psionicist's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+6 eff.) Rings can have magical properties. |
Poralle0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Resists +26% acid +6% temporal Poison- +25% Disease- +20% Disarm- +15% Stun/Frz- +15% Rings can have magical properties. |
void walker's ash starstaff of paradox (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ----- def ----- Resists +6% darkness +6% temporal Anom.red +10 Def/telep +11 Res/telep +6% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +11 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
Hornet Stingers (16/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
deadly quiver of ash arrows of vileness (18/20, 29-40.6 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +14 blight On Hit: * 11% chance to disease Arrows are used with bows to pierce your foes to death. |
corrosive steel shield of lightning resistance (+12%) (6 def, 2 armour, 41.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% acid +19% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
corrosive steel shield of reflection (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% acid +10% light +11% darkness ---------- misc Talents +2 Block Handheld deflection devices. |
radiant rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +10% blight +17% cold +10% darkness ---------- misc Light +1 A suit of armour made of leather. |
Thunderstinger (7 def, 8 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Wil +5 Cun dps ---------- Melee Ret 4 light ----- def ----- Armour +8 Defense +7 (+3 eff.) Fatigue +8% Resists +19% acid +10% darkness +10% blight +15% lightning +6% light ---------- misc Light +2 A suit of armour made of leather. |
spiked steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor [Ego+] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +9% Phys.save +5 (+2 eff.) A suit of armour made of mail. |
Fogrebel (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +3% lightning Res.pen +20% darkness ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% lightning +11% cold +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +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, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
pair of iron boots 'Elenukan' (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+0 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Phys.save +3 (+1 eff.) HP.reg +0.20 Silence- +23% Confus- +20% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 29.90 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
Cyrada (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% cold +9% temporal +6% lightning Spell.save +9 (+6 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Slow (0 def, 8 armour)3.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Mov.spd -10% ----- def ----- Armour +8 Fatigue +4% Resists +10% temporal +10% physical Pinning- +20% Why anyone would want to make a helm look like a snail is beyond you. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
supercharged iron torque of kinetic psionic shield [power 35] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Archiepoo the Shalore Archer level 13
3rd Haze 122nd year of Ascendancy at 22:57 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Archiepoo the Shalore Archer level 17
60th Haze 122nd year of Ascendancy at 21:53 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Archiepoo the Shalore Archer level 10
3rd Flare 122nd year of Ascendancy at 08:55 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Archiepoo the Shalore Archer level 14
24th Haze 122nd year of Ascendancy at 12:27 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Archiepoo the Shalore Archer level 8
1st Summertide 122nd year of Ascendancy at 11:54 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Archiepoo the Shalore Archer level 7
8th Mirth 122nd year of Ascendancy at 23:15 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Archiepoo the Shalore Archer level 19
71st Haze 122nd year of Ascendancy at 01:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Archiepoo the Shalore Archer level 18
64th Haze 122nd year of Ascendancy at 22:57 see stats
Log
Talent Concealment is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
Archiepoo activates Concealment.
Archiepoo picks up (Q.): amethyst.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
You gain 17.65 gold from the transmogrification of steel shield 'Xerisevea' (12 def, 7 armour, 64 block).
You gain 0.25 gold from the transmogrification of quiver of ash arrows (18/18, 20-28 power, 7 apr).
You gain 5.19 gold from the transmogrification of truestriking steel battleaxe of purging (18.5-27.75 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (20.5-30.75 power, 2 apr).
You gain 2.34 gold from the transmogrification of insidious poison infusion of the warrior (35 nature damage, 28% healing reduction).
You gain 2.28 gold from the transmogrification of insidious poison infusion of the duelist (34 nature damage, 30% healing reduction).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 79th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Ran for 6 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Archiepoo deactivates Trained Reactions.
Archiepoo deactivates Secrets of the Eternals.
Archiepoo deactivates Aim.
Archiepoo deactivates Concealment.





























































































