











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Worm That Talks 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Оригинальная идея - Scott Bigham ("Zizzo"), дополнение по ссылке Добавляет новый талант, называемый 'Interract with the Worm', который позволяет взаимодействовать с существом worm that walks (ветка Demented / Friend of the Worm), как если бы мы делали это за класс Alchemist с Golem. Теперь вы можете менять снаряжение, изучать таланты, брать управление и менять имя. - уменшено требование ресурса Insanity на каст до 0. Установка: Удаление: или в игре: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.5.0Donators/Buyers bonus! 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. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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 | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Doombringer |
| Level / Exp | 27 / 52% |
| Size | gargantuan |
| Lifes / Deaths | Killed by greater multi-hued wyrm at level 27 on the 29th Revenge 124th year of Ascendancy at 01:06 / 1 |
Primary Stats
| Strength | 65 (base 42) |
| Dexterity | 12 (base 10) |
| Constitution | 20 (base 12) |
| Magic | 77 (base 55) |
| Willpower | 17 (base 16) |
| Cunning | 20 (base 15) |
Resources
| Life | -205/866 |
| Steam | 100/100 |
| Stamina | 190/208 |
| Vim | 39/162 |
| Healing Factor | 1.3789473684211 |
| Regeneration | 6.5741963570483 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 33 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +18% |
Offense: Damage Penetration
| Physical | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 81.600425396475 (100%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 31 |
| Physical Save | 29 |
| Spell Save | 40 |
| Mental Save | 12 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 7%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 10%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Knockback Resistance | 50% |
| Stun Resistance | 88% |
| Disarm Resistance | 62% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 81%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 245 damage for 4 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 140 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Share the Pain |
| detrimental effect | The target is on fire, taking 37.55 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target's skin reacts to damage, granting 28 armour and 40% armour hardiness. Thorny Skin |
| beneficial effect | Provides a frost aura, giving you +17% blight, mind and acid affinity. Water Salve |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | Provides a frost aura, giving you +16% fire, light, and lightning affinity. Fiery Salve |
| beneficial effect | You have 1 charges. Death Momentum |
| beneficial effect | The target assumes the form of a powerful demon. Destroyer |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. pair of dwarven-steel boots 'Sunzeal' (0 def, 4 armour) (On feet)]pair of dwarven-steel boots 'Sunzeal' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +2(-) Str / +2(-) Mag / +2(-) Con Changes resistances penetration: +6%(-) physical Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Light radius: +3 (-) See invisible: +6 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern (Light source)]bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Visage of Nektosh (4 def, 8 armour) (On head)]Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) (-) Armour: +8 (-) Defense: +4 (+4 eff.) (-) Fatigue: +6% (-) Damage (Melee): 15(-) physical bleed Changes stats: +4(-) Mag / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) darkness Talent masteries: +0.20(-) Race / Whitehooves Spellpower: +10 (+4 eff.) (-) Movement speed: +10% (-) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| Tool | [vs. Noonrip [power 28] (20/20 cooldown) (Tool)]Noonrip [power 28] (20/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes resistances: +9%(-) mind Maximum wards: +3(-) acid / +2(-) nature / +2(-) light Changes damage: +18%(-) light Talents granted: +1.00(-) Ward Light radius: +2 (-) It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's steel ring of perseverance (On fingers, 1 of 2)]mule's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +22 (-) Stun/Freeze immunity: +25% (-) Life regen: +1.10 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring of perseverance (On fingers, 1 of 2)]savage's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Effects on melee hit: * 12% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 30 light Changes stats: +1 Con Maximum encumbrance: +0 (-22) Spell save: +11 (+4 eff.) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.10) Maximum stamina: +12.00 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of the giants (Around waist)]rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Spell save: +6 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. insidious steel greatsword of paradox (28-44.8 power, 2 apr) (In main hand)]insidious steel greatsword of paradox (28-44.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +26(-) insidious poison / +9(-) temporal When wielded/worn: Damage when hit (Melee): 10(-) temporal Changes resistances: +7%(-) temporal Massive two-handed swords. |
| On hands | [vs. Snow Giant Wraps (0 def, 2 armour) (On hands)]Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 (-) Changes stats: +4(-) Str Changes resistances: +10%(-) lightning / +10%(-) cold Talents granted: +1.00(-) Sand Shredder Knockback immunity: +50% (-) Maximum life: +60.00 (-) It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 139.48 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | [vs. Therapeutic Platemail (4 def, 11 armour) (Main armor)]Therapeutic Platemail (4 def, 11 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 (-) Armour Hardiness: +20% (-) Defense: +4 (+4 eff.) (-) Fatigue: +27% (-) Changes stats: +3(-) Dex / +3(-) Con Changes resistances: +10%(-) fire / +15%(-) cold Healing mod.: +30% (-) Steampower: +10 (+5 eff.) (-) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | [vs. The Black Core (Around neck)]The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +5 (+2 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the titan (efficiency 116% / cooldown 81%)] (on body, 1 of 2)]This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 110% / cooldown 86%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110%(-6%) efficiency and cooldown mod of 86%(+5%). Its effects scale with your -Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the titan (efficiency 116% / cooldown 81%)] (on body, 1 of 2)]This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 98% / cooldown 82%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98%(-18%) efficiency and cooldown mod of 82%(+1%). Its effects scale with your -Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.schematic: Deflection Field Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. mule's steel ring of perseverance (On fingers, 1 of 2)]copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Maximum encumbrance: +0 (-22) Disarm immunity: +21% Pinning immunity: +20% Stun/Freeze immunity: +0% (-25%) Knockback immunity: +20% Life regen: +0.00 (-1.10) Maximum life: +22.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of perseverance (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. gold ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Maximum encumbrance: +0 (-22) Blindness immunity: +24% Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.10) Infravision radius: +3 See stealth: +11 See invisible: +8 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. insidious steel greatsword of paradox (28-44.8 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-8.0 - -20.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) Damage (Melee): +0(-26) insidious poison / +0(-9) temporal When wielded/worn: Defense: +6 (+4 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 0(-10) temporal Changes resistances: +0%(-7%) temporal Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 107.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. insidious steel greatsword of paradox (28-44.8 power, 2 apr) (In main hand)]Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4(+21.0 - +33.6) Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 (+7) Crit. chance: +9.0% (+6.0%) Attack speed: 100% (-) On weapon hit: + 9% chance to stun or confuse the target Damage (Melee): +0(-26) insidious poison / +0(-9) temporal / +49 light / +49 darkness When wielded/worn: Damage when hit (Melee): 0(-10) temporal Changes resistances: +0%(-7%) temporal The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
[vs. insidious steel greatsword of paradox (28-44.8 power, 2 apr) (In main hand)]Moon (30-39 power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0(+2.0 - -5.8) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 (+28) Crit. chance: +10.0% (+7.0%) Attack speed: 100% (-) Damage (Melee): +0(-26) insidious poison / +0(-9) temporal / +20 darkness When wielded/worn: Damage when hit (Melee): 0(-10) temporal Changes resistances: +0%(-7%) temporal Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
[vs. insidious steel greatsword of paradox (28-44.8 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of crippling (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4(-8.5 - -19.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (+5) Crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) On weapon crit: + cripple the target Damage (Melee): +0(-26) insidious poison / +0(-9) temporal When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 0(-10) temporal Changes resistances: +0%(-7%) temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (16/16, 34-40.8 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
[vs. Therapeutic Platemail (4 def, 11 armour) (Main armor)]Korurath the steel plate armour (13 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +9 (-2) Armour Hardiness: +0% (-20%) Defense: +13 (+10 eff.) (+9 (+6 eff.)) Ranged Defense: +9 (+6 eff.) Fatigue: +22% (-5%) Changes stats: +4 Str / +0(-3) Dex / +4(+1) Con Changes resistances: +0%(-10%) fire / +0%(-15%) cold Physical save: +30 (+14 eff.) Maximum life: +50.00 Healing mod.: +0% (-30%) Steampower: +0 (+0 eff.) (-10 (-5 eff.)) A suit of armour made of metal plates. |
[vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of implacability (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +4 Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-2) Defense: +2 (+2 eff.) (-7 (-7 eff.)) Changes stats: +2 Cun / +1 Dex Changes resistances: +0%(-15%) cold Physical save: +5 (+3 eff.) (-5 (-2 eff.)) Mental save: +7 (+7 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-2) Defense: +2 (+2 eff.) (-7 (-7 eff.)) Changes stats: +2 Wil / +1 Mag Changes resistances: +0%(-15%) cold Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +7 (+2 eff.) Maximum mana: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of dwarven-steel boots 'Sunzeal' (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-1) Fatigue: +3% (-) Changes stats: +2(-) Str / +0(-2) Mag / +2(-) Con Changes resistances: +10% cold / +5% fire Changes resistances penetration: +0%(-6%) physical Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Light radius: +0 (-3) See invisible: +0 (-6) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. Snow Giant Wraps (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. spellstreaming dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Changes stats: +0(-4) Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Talent granted: +0(+-1) Sand Shredder Knockback immunity: +0% (-50%) Mana each turn: +0.16 Maximum life: +0.00 (-60.00) Spellpower: +7 (+2 eff.) Spell crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
potent fiery salve [power 12] potent fiery salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 158] potent healing salve [power 158]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 158, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
[vs. Noonrip [power 28] (20/20 cooldown) (Tool)]iron pickaxe of endurance (dig speed 40 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage (Melee): 0(-30) item light blind Changes stats: +3 Str Changes resistances: +0%(-9%) mind Maximum wards: +0(-3) acid / +0(-2) nature / +0(-2) light Changes damage: +0%(-18%) light Talent granted: +0(+-1) Ward Light radius: +0 (-2) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Noonrip [power 28] (20/20 cooldown) (Tool)]Korbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Damage (Melee): 0(-30) item light blind Changes stats: +5 Cun Changes resistances: +0%(-9%) mind Maximum wards: +0(-3) acid / +0(-2) nature / +0(-2) light Changes damage: +0%(-18%) light Talent granted: +0(+-1) Ward Light radius: +0 (-2) Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 127% of the healing done. This effect scales with your Magic stat., costing 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Duvomnir the Whitehoof Doombringer level 10
36th Retaking 124th year of Ascendancy at 14:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Duvomnir the Whitehoof Doombringer level 10
35th Retaking 124th year of Ascendancy at 13:12 see stats
Level 20 (Roguelike)
Got a character to level 20.By Duvomnir the Whitehoof Doombringer level 20
3rd Revenge 124th year of Ascendancy at 14:53 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Duvomnir the Whitehoof Doombringer level 20
4th Revenge 124th year of Ascendancy at 20:10 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Duvomnir the Whitehoof Doombringer level 15
43rd Retaking 124th year of Ascendancy at 16:19 see stats
Log
Greater multi-hued wyrm resists the searing flame!
Greater multi-hued wyrm's is surrounded with an all-consuming flame!
Duvomnir HEALS from lightning damage!
Duvomnir HEALS from acid damage!
Duvomnir HEALS from fire damage!
Greater multi-hued wyrm hits Duvomnir for 3 lightning, 2 healing, 3 fire, 2 healing, 3 cold, 4 acid, 2 healing (13 total damage) [5 healing].
Duvomnir hits Greater multi-hued wyrm for 47 physical, 4 nature, 9 temporal, 8 physical, 28 light, 7 fire (103 total damage).
Greater multi-hued wyrm breathes lightning!
Duvomnir HEALS from lightning damage!
Greater multi-hued wyrm hits Duvomnir for 230 lightning, 57 healing (230 total damage) [57 healing].
Greater multi-hued wyrm breathes sand!
Duvomnir resists the sandstorm!
Greater multi-hued wyrm resists the sandstorm!
Greater multi-hued wyrm hits Greater multi-hued wyrm for 144 physical damage.
Greater multi-hued wyrm hits Duvomnir for 281 physical damage.
Duvomnir receives 2 healing from Devouring flames from Duvomnir.
Insidious Poison from Duvomnir hits Greater multi-hued wyrm for 4 nature damage.
Burning from Duvomnir hits Greater multi-hued wyrm for 2 fire damage.
Bleeding from Duvomnir hits Greater multi-hued wyrm for 1 physical damage.
Burning from Greater multi-hued wyrm hits Greater multi-hued wyrm for 18 fire damage.
Talent Fearscape Shift is ready to use.
Talent Voracious Blade is ready to use.
Duvomnir HEALS from fire damage!
Burning from Greater multi-hued wyrm hits Duvomnir for 23 fire, 8 healing (23 total damage) [8 healing].
--------------------------------
Duvomnir activates his Noonrip!
Duvomnir's skin looks a bit thorny.
Greater multi-hued wyrm breathes acid!
Saving game...






















































































