










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
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. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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:
Better Item Description 1.5.5This 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | High Guard |
| Level / Exp | 14 / 51% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 18 (base 17) |
| Dexterity | 32 (base 10) |
| Constitution | 38 (base 38) |
| Magic | 54 (base 40) |
| Willpower | 24 (base 22) |
| Cunning | 18 (base 10) |
Resources
| Life | 413/429 |
| Mana | 139/181 |
| Healing Factor | 1.4419230769231 |
| Regeneration | 8.5794423076923 |
Speed
| Mental | +27.838911625584% |
| Attack | 0% |
| Movement | 0% |
| Spell | +55.677823251168% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 5 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 35 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 0.78 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 15% |
| Speed | 0.64235224973991 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +32% |
| Light | +28% |
| Nature | +25% |
| Blight | +34% |
| Darkness | +29% |
| Mind | +28% |
| All | +22% |
Offense: Damage Penetration
| Lightning | +20% |
| Darkness | +21% |
| Blight | +20% |
| Arcane | +10% |
| Acid | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 34.345677945289 (30%) |
| Defense | 7 |
| Ranged Defense | 20 |
| Fatigue | 13 |
| Physical Save | 38 |
| Spell Save | 39 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 18%( 76%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 11%( 70%) |
| Darkness | + 23%( 76%) |
| Fire | + 13%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
| Stun Resistance | 20% |
| Disarm Resistance | 25% |
| Poison Resistance | 12% |
| Blind Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (78% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (64% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Phasing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Battle channeling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Battlemage | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Temporal | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Magical assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/19 |
| 0/33 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Empowered Arms |
| beneficial effect | The target is surrounded by a time distortion, absorbing 436/436 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 51%. Time Shield |
| beneficial effect | Absorbs 42 damage from the next blockable attack. Blocking |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +56% Combat Speed: +28% All Damage: +22% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Survival (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 9% of the way to your next Rank. You have killed: 8 Uniques 4 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Skypanic (2 def, 6 armour)2.0 T1 feet armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% lightning +20% blight ----- def ----- Armour +6 Defense +2 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% lightning ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.pwr +30 (+10 eff.) ----- def ----- Resists +12% blight +12% darkness Res.Cap +6% blight +6% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | Galecast the copper ring0.1 T1 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +2 Cun dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% lightning Max.HP +24.00 HP.reg +1.00 Disarm- +25% Pinning- +21% Stun/Frz- +20% Knockbk- +23% ---------- misc Light +3 See.Invis +6 Rings can have magical properties. |
| On fingers | copper ring 'Emeluth'0.1 T1 ring jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% mind Melee Ret 12 mind On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% nature +6% blight Phys.save +6 (+3 eff.) Poison- +12% Disease- +12% Rings can have magical properties. |
| Around waist | Phlegmcast the rough leather belt1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Dmg.mod +3% nature Res.pen +10% nature Melee Ret 4 lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% lightning HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
| In main hand | elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Beotosus the Glowrupture (1 def, 2 armour)9.0 T1 light armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% acid On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +3% light +6% acid Max.HP +43.00 HP.reg +3.90 Heal.mod +12% ---------- misc Stam/turn +0.70 Light +3 A suit of armour made of leather. |
| In off hand | iron shield 'Anileg' (4 def, 2 armour, 8.5-10.2 power, 18 block)7.0 T1 shield armor [Random Unique] Arcane/Psionic When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 Melee+ +12 lightning On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +2 Dex dps ---------- S.pwr/crit +2 Res.pen +10% arcane +15% acid On Melee Ret: * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +11% lightning +11% mind +9% acid ---------- misc Max.vim +50.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Duskspawn the linen cloak (7 def, 10 armour)2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +7% darkness Res.pen +21% darkness ----- def ----- Armour +10 Defense +7 (+7 eff.) Rng.Def +6 (+3 eff.) Resists +11% darkness Stealth +7 Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gunotir the Smearquick0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +1 Mag +2 Wil +1 Cun +4 Con dps ---------- Res.pen +10% nature ----- def ----- Resists +13% fire +12% cold Blind- +11% ---------- misc Infravis +3 Sight +2 See.Invis +9 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Inventory
wild infusion of the psychic (resist 15%; cure mental)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cruel elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Unlightbutcher (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Arcane/Master Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid * wounds the target for 7 turns: 9 bleeding, 38% reduced healing While equipped: Stats +3 Mag dps ---------- Phys.crit +7.0% Phys.pwr +10 (+4 eff.) Spell.pwr +2 (+0 eff.) Dmg.mod +12% darkness +3% arcane Res.pen +10% arcane Phasing +30% Massive two-handed swords. |
iron waraxe of paradox (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +6% temporal One-handed war axes. |
mossy mindstar of the jelly (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.50 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. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
quiver of elm arrows (16/16, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
iron shield (4 def, 2 armour, 7-8.4 power, 19 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% procs dam / acc Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 7.5-9 power, 18.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (4 def, 6 armour, 10-12 power, 40.5 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% procs dam / acc Crit +2.5% Block +40 While equipped: ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Noonbore the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% fire +7% temporal +12% light +7% physical Res.pen +6% temporal +7% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +16% fire Anom.red +8 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubomille (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Dmg.mod +7% temporal +11% arcane +7% physical Res.pen +6% temporal +6% physical Phasing +20% Melee Ret 4 blight ----- def ----- Spell.save +26 (+9 eff.) Anom.red +9 ---------- misc Vim/s.crit +2.00 Max.mana +21.00 Max.vim +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
spiked iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +17% cold A suit of armour made of metal plates. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Salutha the Ashglamour (7 def, 6 armour)2.0 T1 cloak armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% mind +5% fire ----- def ----- Armour +6 Defense +7 (+7 eff.) Resists +13% cold +9% mind +3% fire Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Demonclash' (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +20% blight Melee Ret 12 darkness 8 blight ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +6% fire +6% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayiseta the pair of iron boots (2 def, 3 armour)3.0 T1 feet armor [Random Unique] Master While equipped: Stats +1 Wil +1 Mag dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +2 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue -2% Resists +7% fire +7% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Metal gloves protecting the hands up to the middle of the lower arm. |
Flashbrawn the iron helm (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% fire Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +6% light +6% fire ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Blazeward the brass lantern2.0 T1 lite [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% fire Melee Ret 8 lightning 25 fire ----- def ----- Resists +3% lightning +21% fire ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
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 (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Log
Your summoned Highboye's Clone disappears.
Talent Block is ready to use.
Highboye stops surging mana.
Talent Time Shield is ready to use.
Talent Rune: Manasurge is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Highboye casts Time Shield.
The very fabric of time alters around Highboye.
Ran for 18 turns (stop reason: hostile spotted to the north (green mold)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (green mold)).
Highboye casts Phase Strike.
Highboye uses Block.
Highboye hits Green mold for 113 lightning damage.
Highboye killed Green mold!
Highboye deactivates Defensive Posture.
Highboye activates Defensive Posture.
Highboye deactivates Empowered Arms.
Highboye activates Empowered Arms.
Highboye deactivates Empowered Arms.
Highboye deactivates Defensive Posture.
Highboye's Clone deactivates Empowered Arms.
Highboye's Clone deactivates Defensive Posture.





















































