










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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:
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: 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. 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 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 18 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 18 on the 18th Profit 122nd year of Ascendancy at 19:41 / 1 |
Primary Stats
| Strength | 39 (base 28) |
| Dexterity | 19 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 44 (base 41) |
| Willpower | 42 (base 29) |
| Cunning | 34 (base 28) |
Resources
| Mana | 170/192 |
| Psi | 142/142 |
| Vim | 126/173 |
| Life | -233/407 |
| Positive | 81/81 |
| Stamina | 216/216 |
| Paradox | 442 |
| Healing Factor | 1.363829787234 |
| Regeneration | 1.5684042553191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +137.08522151479% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +3% |
| Cold | +5% |
| All | 0% |
| Lightning | +5% |
| Light | +7% |
| Mind | +18% |
| Darkness | +7% |
| Fire | +5% |
| Nature | +5% |
Offense: Damage Penetration
| Mind | +10% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 66.029378979017 (81.666666666667%) |
| Defense | 39 |
| Ranged Defense | 44 |
| Fatigue | 22 |
| Physical Save | 44 |
| Spell Save | 26 |
| Mental Save | 44 |
Defense: Resistances
| Nature | + 33%( 70%) |
| Acid | + 8%( 70%) |
| Light | -16%( 70%) |
| Cold | + 57%( 70%) |
| Blight | + 44%( 70%) |
| Physical | -10%( 70%) |
| Mind | -2%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 55% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 25% |
| Pinning Resistance | 10% |
Inscriptions (3/3)
| 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 7 turns. While Heroism is active, you will only die when reaching -285 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Doom shield | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/17 |
| 0/32 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Osmosis Shield |
| talent | Reality Smearing |
| talent | Blighted Path |
| talent | Matter Weaving |
| talent | Essence of Speed |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 36 each turn. Temporal Restoration Field |
| detrimental effect | The target takes 36% more damage from necrotic minions. Rigor Mortis |
| detrimental effect | Damage received in the past is returned as 33.06 paradox damage per turn. Reality Smearing |
| beneficial effect | You regenerate a total of 130.55 life over the duration of the effect. Osmosis Regeneration |
Quests
You failed to protect the lone alchemist from death by ghast. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | 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 Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 10% of the way to your next Rank. You have killed: 6 Uniques 7 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| Psionic focus | Zanugen the iron greatsword (24-38.4 power, 3 apr)3.0 T1 greatsword 1H weapon [Random Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +3 Crit +2.5% Atk.spd 111% Phasing +10% Melee+ +10 lightning On Crit.r2 +8 physical On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+3 eff.) Acc +9 (+3 eff.) Apr +2 ----- def ----- Armour +2 Massive two-handed swords. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +6 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 | Maladrasta (0 def, 1 armour)2.0 T1 head armor [Random Unique] Master While equipped: Stats +6 Str +6 Dex +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% mind Res.pen +10% mind Melee Ret 16 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+2 eff.) Heal/summ +30 ---------- misc Max.psi +10.00 A hat made of leather. Very stylish. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
| On feet | pair of iron boots 'Camendur' (25 def, 9 armour)3.0 T1 feet armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +9 Defense +25 (+8 eff.) Fatigue +2% Resists +3% light Crit.dmg- 10.00% Spell.save +3 (+2 eff.) Mind.save +13 (+4 eff.) Pinning- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Zyhor the Ravenfist (15 def, 10 armour, 8-9.6 power, 16.5 block) 7.0 T1 shield armor [Random Unique] Nature/Master When used to Attack: Power 8.0 - 9.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +16 While equipped: dps ---------- Melee Ret 20 darkness ----- def ----- Armour +10 Defense +15 (+5 eff.) Rng.Def +10 (+4 eff.) Fatigue +6% Resists +27% blight +11% nature +3% acid Dmg.red +5 blight Proj.evade +6% Mind.save +10 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| In off hand | Tarrezilachak the steel shield (6 def, 2 armour, 12.5-15 power, 37 block) 7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +37 Melee+ +12 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 12% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +13% acid +37% cold +9% mind Phys.save +36 (+12 eff.) Poison- +5% Cut- +5% Teleport- +10% ---------- misc Telepathy Demon Talents +2 Block Handheld deflection devices. |
| Main armor | iron mail armour 'Beluldama' (2 def, 6 armour) 14.0 T1 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +3% blight Acc +2 (+1 eff.) Apr +2 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold +6% mind +3% physical Phys.save +3 (+1 eff.) Mind.save +11 (+4 eff.) ---------- misc Max.stam +5.00 Breathe water Talents +1 Blighted Path A suit of armour made of mail. |
| Around neck | Polerabeth the Cleansefiend0.1 T1 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee+ 7 light 6 darkness Dmg.mod +5% acid +7% light +7% darkness +5% cold +5% lightning +5% fire Res.pen +15% arcane Melee Ret 4 blight On Melee Ret: * 6% chance to inflict 15% damage reduction * 6% chance to blind ----- def ----- Fatigue -5% Resists +3% nature HP.reg +0.90 ---------- misc Max.mana +80.00 Max.vim +10.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chugen (4 def, 2 armour, 9-10.8 power, 22.5 block)7.0 T1 shield armor [Random Unique] Arcane/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 Melee+ +11 lightning On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% temporal Res.pen +10% acid Melee Ret 4 acid On Melee Ret: * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +12% lightning +10% physical +3% temporal +0% blight Dmg.red +0 blight Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
restful iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
61 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
demon seed [water imp] (level 7, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +1 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 11, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 10, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +1 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 3, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 9, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +1 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 6, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 20% chance to trigger a Blood Grasp cast of level 1 The seed of a demon. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By asdhasdsa the Dwarf Adventurer level 12
22nd Voratun 122nd year of Ascendancy at 18:29 see stats
Level 10 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 10.By asdhasdsa the Dwarf Adventurer level 10
16th Voratun 122nd year of Ascendancy at 11:00 see stats
Squadmate (Insane (Roguelike) difficulty) (Uniques)
Escaped from Reknor alive with your squadmate Norgan.By asdhasdsa the Dwarf Adventurer level 12
18th Voratun 122nd year of Ascendancy at 01:49 see stats
Log
Ghoulking's purging blight area effect hits asdhasdsa for (5 resist armour), (26 turned into osmosis), (12 converted), 29 blight (29 total damage).
Ghoulking receives 121 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 85 healing from Ghoulking's purging blight area effect.
Ghast receives 121 healing from Ghoulking's purging blight area effect.
Orc necromancer's Rigor Mortis hits asdhasdsa for (26 turned into osmosis), (113 converted), 263 darkness (263 total damage).
Skeleton master archer receives 85 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits asdhasdsa for (5 resist armour), (26 turned into osmosis), (12 converted), 29 blight (29 total damage).
Skeleton warrior receives 85 healing from Ghast's purging blight area effect.
Skeleton warrior receives 85 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Brodurelar, the lone alchemist for 62 blight damage.
Ghast receives 121 healing from Ghast's purging blight area effect.
Talent Time Shield is ready to use.
asdhasdsa receives 35 healing.
Asdhasdsa's Beyond the Flesh hits Ghoulking for 28 physical, 10 lightning, 6 darkness, 7 light (52 total damage).
Asdhasdsa casts Time Shield.
The very fabric of time alters around asdhasdsa.
Asdhasdsa casts Bathe in Light.
Skeleton warrior uses Stunning Blow.
Asdhasdsa resists the stunning blow!
Ghoulking hits asdhasdsa for (21 to time), 0 physical (0 total damage).
asdhasdsa hits Skeleton warrior for (4 absorbed), 0 blight, (19 absorbed), 0 mind, (21 absorbed), 0 darkness (0 total damage).
asdhasdsa hits Ghoulking for 4 blight, 19 mind, 21 darkness (44 total damage).
Skeleton warrior hits asdhasdsa for (330 to time), 0 physical (0 total damage).
Orc necromancer casts Invoke Darkness.
Your time shield crumbles under the damage!
The fabric of time around asdhasdsa stabilizes to normal.
The powerful time-altering energies generate a restoration field on asdhasdsa.
Asdhasdsa speeds up.
Orc necromancer roars triumphantly.
Saving game...




































































