








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Player AIoo 1.7.3This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Ashes of Urh'Rok 1.7.3Official 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. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.7.3Official 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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 1.7.0Combines 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: 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 (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 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Embers of Rage 1.7.3Official 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Improved Adventurer 1.7.2Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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. 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. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 19 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 7 on the 7th Mirth 122nd year of Ascendancy at 16:15 0 / 6Killed by elven cultist at level 7 on the 7th Mirth 122nd year of Ascendancy at 19:13 Killed by elven cultist at level 7 on the 7th Mirth 122nd year of Ascendancy at 20:27 Killed by Emelanne the Guardian at level 14 on the 37th Dusk 122nd year of Ascendancy at 03:06 Killed by Weirdling Beast at level 17 on the 67th Dusk 122nd year of Ascendancy at 02:09 Killed by Vorigassra the sandworm at level 19 on the 79th Dusk 122nd year of Ascendancy at 06:24 |
Primary Stats
| Strength | 70 (base 28) |
| Dexterity | 48 (base 27) |
| Constitution | 43 (base 18) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 41 (base 30) |
Resources
| Life | -174/649 |
| Mana | 0/253 |
| Stamina | 112/176 |
| Vim | 35/172 |
| Healing Factor | 1.3897742564935 |
| Regeneration | 4.5167663336038 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Barehand
| Damage | 73 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +21% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 27.413408721348 (65.897138898113%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 21 |
| Physical Save | 32 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 37%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | 0%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 35%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' 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 chunk of ghoul flesh. * You've found the needed snow giant kidney. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Gorelore (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +3 Cun +1 Con offense ------ Damage +3% nature Ignore resists +5% nature defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic dwarven-steel gauntlets of butchering (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +8 defense ------ Armor +5 Fatigue +3% Resistance +7% blight Spell save +8 (+4 eff.) Mind save +5 (+2 eff.) Life +54.00 Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +16 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Battle Shout 3 On Hit: * 13% chance to slow global speed by 46% * 12% chance to reduce armor by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | grounding dwarven-steel helm of strength (+5) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +5 Str defense ------ Armor +4 Fatigue +4% Resistance +5% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of healing [power 110] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Earthgore the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% nature Ignore resists +5% nature defense ------ Defense +15 (+5 eff.) Resistance +3% nature Physical save +6 (+3 eff.) Unlife -40.00 life Rings make your fingers look great! |
| On fingers | Bloomshaper0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +21% lightning Ignore resists +5% nature +5% fire On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +24% lightning +12% nature Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | radiant steel mail armour of command (7 def, 9 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +9 Defense +7 (+2 eff.) Fatigue +12% Resistance +10% blight +10% darkness Mind save +12 (+6 eff.) other ------- Light +1 A suit of armour made of mail. |
| Light source | Sparkgasher the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mind Crit +3% Damage +7% mind Ignore resists +5% lightning defense ------ Resistance +5% arcane other ------- Equi when Hit +0.24 Max psi +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion of the duelist (heal 150; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Angolwen Academy Training Token0.1 Encumbrance 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.) |
insulating steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +13% fire +12% cold Amulets make your neck look great! |
marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
Getiblek0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% acid defense ------ Armor +4 Resistance +26% acid +5% arcane +6% nature +6% blight Teleport Resist +20% Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of dusk (17-20 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+4 eff.) Damage +17% acid other ------- (-)/turn +0.12 Max (-) +26.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 20.5 - 30.8 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. |
truestriking steel battleaxe (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+3 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +14% physical Accuracy +12 (+4 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
steel greatmaul of daylight (28-43 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 light Damage Against +9% Undead Massive two-handed mauls. |
steel greatsword (22-36 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Beodunadin the steel longsword (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Armor +2 Defense +20 (+6 eff.) Unlife -20.00 life Sharp, long, and deadly. |
dwarven-steel longsword of phasing (26-36 power, 16 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +16 Critical Rate +3.5% Attack Speed 100% Phasing +15% Sharp, long, and deadly. |
flaming steel mace of massacre (22-31 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire Blunt and deadly. |
flaming steel mace of massacre (22-31 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire Blunt and deadly. |
flaming steel mace of phasing (14-20 power, 9 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +1.0% Attack Speed 100% Phasing +12% On-Hit, radius 1 +7 fire Blunt and deadly. |
enhanced steel waraxe (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Nature Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +4 Str +5 Dex +3 Mag +4 Wil +4 Cun +5 Con One-handed war axes. |
flaming steel shield of acid resistance (+17%) (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 4 fire defense ------ Armor +4 Fatigue +8% Resistance +17% acid other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor [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. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% nature +10% blight A suit of armour made of leather. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% blight +11% nature +17% acid A suit of armour made of leather. |
Chillspike (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Disrupt While equipped: offense ------ Damage +3% mind When Hit 4 mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% blight +3% cold +10% nature A suit of armour made of mail. |
impenetrable steel mail armour of stability (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% physical Physical save +13 (+7 eff.) A suit of armour made of mail. |
spiritwalker's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.10 Max mana +25.00 A belt that goes around your waist. |
enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +9 (+3 eff.) Physical save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 125% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 144.29 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
bladed rough leather cap of trickery (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Skullcracker +2 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 164.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Fireproof Fireproof1.0 Encumbrance T2 wardstone armor Reqs Mag 15 [Unique] Nature While equipped: defense ------ Defense +4 (+1 eff.) Resistance +15% fire +15% light +15% arcane Damage Reduction +2 all Spell save +15 (+7 eff.) Slow Projectiles +15% other ------- Wards +2 fire +2 light +2 arcane Talents +2 Ward Instantly cure burning (removes all fire subtype detrimental effects). Uses 20 power out of 30/30 Activation is instant. It feels cold to the touch and a little bit moist. |
7 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 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. |
7 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. |
9 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. |
5 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. |
6 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
6 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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. |
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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
steel torque of psionic shield [power 47] (10/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
extending ash totem of summon tentacle [power 150] (10/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 384 Base Damage: 164 Armor: 1 All Resist: 6 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Chromatic Wand2.0 Encumbrance T2 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% lightning +10% fire +10% cold +10% physical other ------- Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Effective talent level: 2.0 Power cost 20 out of 24/24. Range 20 Cooldown: 3 Travel.spd 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 53.64 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Brawleton the Skeleton Brawler level 18
77th Dusk 122nd year of Ascendancy at 09:15 see stats
Exterminator
Killed 1000 creatures.By Brawleton the Skeleton Brawler level 16
62nd Dusk 122nd year of Ascendancy at 08:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brawleton the Skeleton Brawler level 17
67th Dusk 122nd year of Ascendancy at 04:42 see stats
Level 10
Got a character to level 10.By Brawleton the Skeleton Brawler level 10
5th Flare 122nd year of Ascendancy at 02:38 see stats
The secret city
Discovered the truth about mages.By Brawleton the Skeleton Brawler level 17
72nd Dusk 122nd year of Ascendancy at 03:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Brawleton the Skeleton Brawler level 15
61st Dusk 122nd year of Ascendancy at 20:31 see stats
Log
Vorigassra the sandworm uses Hallucinogenic Moss.
Vorigassra the sandworm hits Brawleton for (23 flat reduction), 34 nature, (23 flat reduction), 64 mind (98 total damage).
Brawleton moves reluctantly!
Vorigassra the sandworm's confounding nature area effect hits Brawleton for (16 flat reduction), 0 nature (0 total damage).
Vorigassra the sandworm's healing nature area effect hits Brawleton for (23 flat reduction), 0 nature (0 total damage).
Brawleton casts Rune: Shatter Afflictions.
Brawleton overcomes the gloom.
A shield forms around Brawleton.
Brawleton throws a finishing uppercut.
Vorigassra the sandworm resists the stun!
Vorigassra the sandworm shares damage with his oozes!
Brawleton hits Vorigassra the sandworm for 60 physical, 2 mind (62 total damage).
Talent Clinch is ready to use.
Talent Rune: Blink is ready to use.
Vorigassra the sandworm uses Slime Spit.
Brawleton speeds up.
Your shield crumbles under the damage!
The shield around Brawleton crumbles.
Brawleton slows down.
Vorigassra the sandworm's Slime Spit hits Brawleton for (23 flat reduction), (50 absorbed), 55 nature (55 total damage).
Vorigassra the sandworm's confounding nature area effect hits Brawleton for (16 flat reduction), 0 nature (0 total damage).
Vorigassra the sandworm's healing nature area effect hits Brawleton for (23 flat reduction), 0 nature (0 total damage).
Brawleton slows down.
Vorigassra the sandworm shares damage with his oozes!
Brawleton hits Vorigassra the sandworm for 19 physical, 1 mind (20 total damage).
Vorigassra the sandworm uses Mucus.
Vorigassra the sandworm hits Brawleton for (23 flat reduction), 30 nature (30 total damage).
Brawleton the level 19 skeleton brawler was splurged to death by Vorigassra the sandworm on level 4 of Sandworm lair.




































































































