







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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. Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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 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. 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:
White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. 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. Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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. 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 Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing 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: 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. 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 Forbidden Cults 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | White Monk |
| Level / Exp | 30 / 64% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 36) |
| Dexterity | 80 (base 59) |
| Constitution | 29 (base 36) |
| Magic | 19 (base 10) |
| Willpower | 54 (base 56) |
| Cunning | 33 (base 20) |
Resources
| Life | 520/520 |
| Stamina | 212/212 |
| Equilibrium | 30 |
| Healing Factor | 1.263216080402 |
| Regeneration | 5.6213115577889 |
Speed
| Mental | +48.337121716341% |
| Attack | 0% |
| Movement | +34% |
| Spell | +96.674243432682% |
| Global | +106.4% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| See Stealth | 67.781043553125 |
| See Invisible | 66.781043553125 |
Offense: Barehand
| Damage | 76 |
| Accuracy | 55 |
| Crit Chance | 43% |
| APR | 31 |
| Speed | 0.54 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 25% |
| Speed | 0.50845498757049 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +44% |
| All | +41% |
Offense: Damage Penetration
| Physical | +24% |
Defense: Base
| Armour (hardiness) | 39.893654946397 (70.376569037657%) |
| Defense | 56 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 49 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 29% |
| Poison Resistance | 0% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (54% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (54% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Mending | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Martial Arts | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Black Belt | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Transcending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Rending | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/23 |
| 0/41 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Effects
| talent | Measured Blows |
| talent | Aura of Protection |
| talent | Revive |
| talent | Antimagic Shield |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +97% Combat Speed: +48% All Damage: +41% |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 21% of the way to your next Rank. You have killed: 18 Uniques 9 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 have explored the Maze and vanquished the Minotaur. * 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Equipment
| Tool | Amydesta the iron pickaxe (dig speed 12 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Crit.mult +11.00% Phys.pwr +10 (+2 eff.) Mov.spd +10% Acc +4 (+2 eff.) Apr +5 On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Resists +5% arcane +6% light Crit.dmg- 10.00% Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Pinning- +5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On feet | Khelegabers (9 def, 3 armour)2.0 T1 feet armor [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +6.00% Dmg.mod +3% physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +1% Resists +7% lightning +6% temporal Die.at -40.00 life HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| Main armor | rejuvenating cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
| On hands | Glitterpunish the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Wil +6 Mag dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +8% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) Melee+ 14 mind 14 darkness On Hit (Melee): * 12% chance to cause random gloom ----- def ----- Armour +1 Resists +5% arcane +6% darkness Mind.save -13 (-6 eff.) Unarmed combat: Power 12.5 - 13.8 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +1 Crit +6.0% Atk.spd 167% On Hit: 10% Reproach 1 On Crit: 20% Cripple 1 On Hit: * 40% chance to blind Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Xerovea the Cracklestreak2.0 T1 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% blight +3% lightning +5% arcane +9% nature Spell.save +16 (+5 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +5 See.Stealth +8 See.Invis +7 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 | Brightkarma (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +12 Dex ----- def ----- Armour +3 Fatigue +5% Resists +15% acid +3% lightning +6% blight +3% cold +5% arcane +6% nature ---------- misc Stam/ret +0.80 Equi/ret +1.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Around waist | rough leather belt 'Ulizor'1.0 T1 belt armor [Random Unique] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +7% cold +7% fire +9% temporal Phys.save +12 (+4 eff.) Die.at -20.00 life HP.reg +0.20 ---------- misc Stam/turn +0.80 A belt that goes around your waist. |
Inventory
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
Velymitta the Torchwedge (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +3% fire Res.pen +5% nature +5% fire Melee Ret 8 nature ----- def ----- Resists +14% blight +6% fire +9% acid Spell.save +6 (+2 eff.) Max.HP +49.00 HP.reg +2.80 Heal.mod +14% ---------- misc Mana/turn +0.17 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Zubomina' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +22% nature ----- def ----- Resists +6% lightning +2% physical +19% nature +6% mind Mind.save +3 (+1 eff.) Blind- +5% Poison- +26% Disease- +20% Cut- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Vilethorn (11 def, 4 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +5 Str +8 Dex dps ---------- Mov.spd +20% Res.pen +5% nature ----- def ----- Armour +4 Defense +11 (+3 eff.) Rng.Def +5 (+1 eff.) Fatigue +7% Resists +3% fire +7% physical Phys.save +20 (+6 eff.) Spell.save +30 (+10 eff.) Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +30.00 A suit of armour made of leather. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Samohek (0 def, 3 armour)3.0 T1 feet armor [Random Unique] Master While equipped: Stats +1 Mag +3 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Phys.pwr +3 (+0 eff.) Spell.pwr +4 (+2 eff.) Res.pen +10% blight Apr +4 ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Vim/s.crit +2.00 Max.vim +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 6.5 - 7.2 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +5 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scaldravager (0 def, 1 armour)1.5 T1 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +15% mind +6% fire Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +6% fire +6% light +6% darkness Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +23% ---------- misc Infravis +1 Unarmed combat: Power 9.5 - 13.3 Physical Uses 60% Wil, 60% Dex Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +4 fire +13 light +15 darkness On Hit: 10% Perfect Control 1 On Hit: * 20% chance to cause random gloom Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 50.80 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 12.6 Physical Uses 60% Wil, 60% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Yaruchik' (1 def, 2 armour)2.0 T1 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +16% fire +12% mind +6% darkness Blind- +5% Poison- +10% Knockbk- +5% ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
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. |
Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +0 Dex +0 Mag dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +0% blight +0% darkness Res.Cap +0% blight +0% 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 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. |
Achievements
Antimagic! (Uniques)
Completed antimagic training in the Ziguranth camp.By Adeptus the Dark Faerie White Monk level 15
2nd Mirth 122nd year of Ascendancy at 18:53 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Adeptus the Dark Faerie White Monk level 15
10th Mirth 122nd year of Ascendancy at 15:17 see stats
Level 10 (Uniques)
Got a character to level 10.By Adeptus the Dark Faerie White Monk level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By Adeptus the Dark Faerie White Monk level 20
10th Dusk 122nd year of Ascendancy at 18:29 see stats
Level 30 (Uniques)
Got a character to level 30.By Adeptus the Dark Faerie White Monk level 30
12nd Dusk 122nd year of Ascendancy at 13:38 see stats
The Arena (Uniques)
Unlocked Arena mode.By Adeptus the Dark Faerie White Monk level 13
76th Pyre 122nd year of Ascendancy at 04:56 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Adeptus the Dark Faerie White Monk level 30
12nd Dusk 122nd year of Ascendancy at 20:24 see stats
Log
You gain 10.00 gold from the transmogrification of Summertide Phial.
You gain 4.00 gold from the transmogrification of ametrine.
You gain 20.34 gold from the transmogrification of Belaratha the Carrionfist (0 def, 3 armour).
You gain 1.03 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 0.25 gold from the transmogrification of iron shield (4 def, 2 armour, 21 block).
You gain 2.31 gold from the transmogrification of steady rough leather sling of lightning.
You gain 0.45 gold from the transmogrification of iron dagger of massacre (13-16.9 power, 5 apr).
You gain 1.66 gold from the transmogrification of iron waraxe of daylight (10.5-14.7 power, 2 apr).
You gain 2.67 gold from the transmogrification of iron waraxe of crippling (10.5-14.7 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (17-25.5 power, 1 apr).
You gain 0.25 gold from the transmogrification of elm vilestaff (10-12 power, 2 apr, blight element).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 15th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Lore found: arrrrrrghhhhhh
You can read all your collected lore in the game menu, by pressing Escape.
Saving done.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Adeptus deactivates Antimagic Shield.
Adeptus deactivates Measured Blows.
Adeptus deactivates Revive.
Adeptus deactivates Aura of Protection.










































