











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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: 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. 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: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Steamtech UI 1.1.4 Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Quickswap Tweak 1.5.5Changes the quick weapon-set swap (both by 'q' key and auto-swap talents) not to put item-granted talents on cooldown, and instantaneously restarts type-restricted sustains on re-equipping the set that was previously swapped out. This generally increases tactical flexibility and reduces the hassle of using two sets of weapons, and especially makes the Swift Hands prodigy more versatile. A partial list of examples:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Convenient Digging 1.5.5 Additional Randart Properties 1.5.5 Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 10 / 88% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 10 on the 17th Dusk 122nd year of Ascendancy at 16:28 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 14 (base 10) |
Willpower | 35 (base 33) |
Cunning | 29.739269353324 (base 26) |
Resources
Life | -5/241 |
Stamina | 200/200 |
Equilibrium | 32 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 27.595013675229 |
See Invisible | 27.595013675229 |
Offense: Mainhand
Damage | 26 |
Accuracy | 24 |
Crit Chance | 8% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 24 |
Crit Chance | 8% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +19% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 45%( 70%) |
Cold | + 44%( 70%) |
All | + 40%( 70%) |
Lightning | + 44%( 70%) |
Light | + 42%( 70%) |
Temporal | + 44%( 70%) |
Fire | + 43%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Psiblades |
talent | Mitosis |
detrimental effect | The target is poisoned, taking 18.54 nature damage per turn. Poison |
beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
beneficial effect | You gain 11% resistance against nature. Resolve |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Maximum encumbrance: +20 (-) Physical save: +5 (+3 eff.) (-) Stamina each turn: +0.30 (-) Maximum stamina: +11.00 (-) A pair of boots made of leather. |
Light source | ![]() brass lantern 'Loamobsidian' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% (-) Changes stats: +2(-) Str / +4(-) Mag Changes damage: +9%(-) nature Talent masteries: +0.10(-) Wild-gift / Corrosive blades Maximum life: +42.00 (-) Light radius: +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 | ![]() rough leather cap 'Veledavea' (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 (-) Armour: +7 (-) Fatigue: +1% (-) Damage (Melee): 8(-) physical Changes resistances: +6%(-) lightning / +6%(-) temporal Stamina each turn: +0.40 (-) A cap made of leather. |
Tool | ![]() iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() savior's copper ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) nature Changes damage: +10%(-) nature Physical save: +7 (+5 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +7 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +0%(-20%) nature Changes damage: +0%(-10%) nature Physical save: +0 (+0 eff.) (-7 (-5 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Amulets can have magical properties. |
In main hand | ![]() mossy mindstar of balance (3-3.3 power, 23 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 56% Wil, 19% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +23 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +3 (+1 eff.) (-) Spell save: +2 (+1 eff.) (-) Mental save: +3 (+2 eff.) (-) Equilibrium when hit: +0.60 (-) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Around waist | ![]() insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) cold / +5%(-) fire A belt that goes around your waist. |
In off hand | ![]() creative mossy mindstar of clarity (2.5-2.75 power, 23 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-0.5 - -0.6) Uses stats: 56% Wil, 19% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +23 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4 Cun Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Spell save: +0 (+0 eff.) (-2 (-1 eff.)) Mental save: +2 (+1 eff.) (-1 (-1 eff.)) Equilibrium when hit: +0.00 (-0.60) Maximum psi: +10.00 Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | ![]() Velewyn (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +6%(-) acid / +3%(-) light / +9%(-) blight Equilibrium when hit: +0.04 (-) Maximum life: +30.00 (-) Mental crit. chance: +3% (-) Heals friendly targets nearby when you use a nature summon: +10 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +0(-2) Wil Amulets can have magical properties. |
![]() mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-11) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Spell save: +0 (+0 eff.) (-2 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Equilibrium when hit: +0.00 (-0.60) Mindpower: +2 (+1 eff.) (-2 (+0 eff.)) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-0.5 - -0.6) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-11) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Spell save: +0 (+0 eff.) (-2 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Equilibrium when hit: +0.00 (-0.60) Mindpower: +2 (+1 eff.) (-2 (+0 eff.)) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-0.5 - -0.6) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-11) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Spell save: +0 (+0 eff.) (-2 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Life regen: +0.60 Equilibrium when hit: +0.00 (-0.60) Maximum life: +11.00 Mindpower: +2 (+1 eff.) (-2 (+0 eff.)) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1 Cun / +2 Dex Changes resistances: +0%(-6%) acid / +0%(-3%) light / +0%(-9%) blight Equilibrium when hit: +0.00 (-0.04) Maximum life: +0.00 (-30.00) Mental crit. chance: +0% (-3%) Heals friendly targets nearby when you use a nature summon: +0 (-10) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (+5%) Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Stamina each turn: +0.40 (+0.10) Maximum stamina: +10.00 (-1.00) A pair of boots made of leather. |
![]() rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Armour: +1 (-6) Fatigue: +1% (-) Damage (Melee): 0(-8) physical Changes stats: +2 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Stamina each turn: +0.00 (-0.40) A cap made of leather. |
![]() rough leather cap of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (+1) Armour: +1 (-6) Fatigue: +1% (-) Damage (Melee): 0(-8) physical Changes stats: +2 Cun / +2 Dex Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Stamina each turn: +0.00 (-0.40) A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+2%) Changes stats: +0(-2) Str / +0(-4) Mag Changes damage: +0%(-9%) nature Talent mastery: +0.00(-0.10) Wild-gift / Corrosive blades Maximum life: +0.00 (-42.00) Light radius: +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. |
![]() brass lantern 'Chaliharahad' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+2%) Damage (Melee): 8 acid Changes stats: +1(-1) Str / +1 Dex / +0(-4) Mag Changes resistances penetration: +10% acid Changes damage: +0%(-9%) nature Talent masteries: +0.00(-0.10) Wild-gift / Corrosive blades +0.20 Wild-gift / Mindstar mastery Maximum life: +43.00 (+1.00) Light radius: +2 (-) Infravision radius: +1 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 'Heatfame' Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+2%) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 4 acid / 4 fire Damage when hit (Melee): 11 fire Changes stats: +0(-2) Str / +0(-4) Mag Changes resistances: +12% acid / +5% fire Changes resistances penetration: +10% acid Changes damage: +9% acid / +3% fire / +0%(-9%) nature Talent mastery: +0.00(-0.10) Wild-gift / Corrosive blades Maximum life: +0.00 (-42.00) Light radius: +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. |
![]() bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+2%) Changes stats: +0(-2) Str / +0(-4) Mag Changes damage: +0%(-9%) nature Talent mastery: +0.00(-0.10) Wild-gift / Corrosive blades Mental save: +6 (+3 eff.) Maximum life: +0.00 (-42.00) Light radius: +5 (+3) See stealth: +5 See invisible: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
![]() iron torque of kinetic psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-1) Str When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quick iron torque of kinetic psionic shield [power 23] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-1) Str When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Coweala the Cornac Oozemancer level 10
15th Dusk 122nd year of Ascendancy at 10:55 see stats
Log
Coweala hits Shadow for 0 mind, 0 physical (0 total damage).
Coweala's mind surges with critical power!
Coweala is invigorated by the attack!
Coweala shares damage with his oozes!
Poison from Deformed giant venus flytrap hits Coweala for 6 nature damage.
Shadow casts Shadow Lightning.
Coweala is invigorated by the attack!
Coweala shares damage with his oozes!
Shadow hits Coweala for 65 lightning damage.
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Coweala misses Shadow.
Coweala hits Shadow for 27 mind, 8 physical (35 total damage).
Coweala is invigorated by the attack!
Talent Slime Spit is ready to use.
Coweala shares damage with his oozes!
Poison from Deformed giant venus flytrap hits Coweala for 7 nature damage.
Coweala shares damage with his oozes!
Shadow hits Coweala for 20 physical damage.
Deformed giant venus flytrap speeds up.
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Coweala uses Reabsorb.
Coweala lessens the pain.
Coweala hits Shadow for 52 arcane damage.
Coweala is invigorated by the attack!
Coweala shares damage with his oozes!
Poison from Deformed giant venus flytrap hits Coweala for 4 nature damage.
Shadow casts Blindside.
Saving game...