












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Restart Sustains 1.0.5Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 33 / 38% |
| Size | small |
| Lifes / Deaths | Killed by Salygalle the ultimate gwelgoroth at level 33 on the 67th Regrowth 123rd year of Ascendancy at 06:55 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 25) |
| Dexterity | 5 (base 10) |
| Constitution | 2 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 97 (base 60) |
| Cunning | 85.6 (base 60) |
Resources
| Life | -186/278 |
| Equilibrium | 48 |
| Psi | 183/512 |
| Healing Factor | 0.79070874861568 |
| Regeneration | 78.209002325577 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +112.98549436835% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 42.173228733438 |
| See Invisible | 42.173228733438 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 55 |
| Crit Chance | 28% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 55 |
| Crit Chance | 28% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +6% |
| Arcane | +6% |
| Mind | +71% |
| All | 0% |
| Darkness | +9% |
| Light | +3% |
| Physical | +6% |
| Fire | +27% |
| Nature | +10% |
Offense: Damage Penetration
| Fire | +15% |
| Mind | +85% |
Defense: Base
| Armour (hardiness) | 24 (60%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 3 |
| Physical Save | 42.21 |
| Spell Save | 58.38 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 18%( 70%) |
| Mind | + 35%( 70%) |
| All | + 14%( 70%) |
| Light | + 24%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 60% |
| Poison Resistance | 10% |
| Silence Resistance | 17% |
| Bleed Resistance | 5% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: MovementUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Mental Tyranny |
| talent | Antimagic Shield |
| detrimental effect | The target is on fire, taking 10.44 fire damage per turn. Burning |
| detrimental effect | The target is poisoned and sick, doing 37.17 nature damage per turn. All damage it does is reduced by 22%. Numbing Poison |
| detrimental effect | The target is poisoned, taking 3.71 nature damage per turn and decreasing all heals received by 31%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 96.96 life per turn. Regeneration |
| beneficial effect | You gain 57% resistance against fire. Resolve |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+3% global speed). Clarity |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is in the center of a lightning hurricane, doing 27.61 to 82.83 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within18 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Blackrazor' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +9% darkness +12% mind ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +8% fire ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
| Light source | brass lantern 'Glintlord'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% mind Res.pen +25% mind Melee Ret 8 light 8 mind On Hit (Melee): * 15% chance to blind ----- def ----- Defense +7 (+3 eff.) Resists +3% light Phys.save +11 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +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 | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 25%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On hands | Splendourstreak (0 def, 6 armour)1.0 T3 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +6% mind ----- def ----- Armour +6 Resists +6% light Mind.save +10 (+3 eff.) Max.HP +46.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Heatwyrd [power 51] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +15% fire Res.pen +20% mind +15% fire Melee Ret 8 mind ----- def ----- Resists +15% mind ---------- misc Talents +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Isleriata'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +5% arcane Poison- +10% Cut- +5% Stun/Frz- +25% Knockbk- +15% Rings can have magical properties. |
| On fingers | gold ring 'Turuisin'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +6% blight +6% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Mind.save +18 (+5 eff.) Max.HP +53.00 HP.reg +1.00 Heal.mod +17% Confus- +59% Rings can have magical properties. |
| Around neck | Plagueblack0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Wil +7 Lck dps ---------- Mind.pwr +9 (+2 eff.) Acc +13 (+7 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% nature +3% light Spell.save +30 (+6 eff.) Mind.save +8 (+2 eff.) Unseen.red 12% Confus- +14% Amulets can have magical properties. |
| In main hand | Phlegmpeal the thorny mindstar (10-11 power, 28 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar summons a caller. Power 10.0 - 11.0 Mind Uses 56% Wil, 28% Cun Mastery Psiblades Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% Phasing +30% While equipped: Stats +7 Wil dps ---------- Mind.crit +6% Spell.pwr +6 (+5 eff.) Mind.pwr +15 (+4 eff.) Melee Ret 12 blight ----- def ----- Resists +6% nature Phys.save +5 (+2 eff.) Max.HP +12.00 HP.reg +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Lisytira (5-5.5 power, 24 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 49% Wil, 21% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Cun +7 Dex dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +6 (+1 eff.) Dmg.mod +6% physical Apr +2 ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Die.at -80.00 life Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Magmawinnow the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% fire Res.pen +10% mind Melee Ret 16 fire ----- def ----- Defense +1 (+0 eff.) Resists +9% mind +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of the Rift (538.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 421.91 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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. |
Flowerfist the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Crit.mult +17.00% Acc +7 (+4 eff.) Apr +11 Melee Ret 16 nature ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 10.00% Stealth +10 ---------- misc Infravis +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrydhevena (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +20% acid ----- def ----- Armour +1 Resists +3% mind +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Branylathafang the Hellsraptor (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% arcane Res.pen +25% arcane Melee Ret 8 fire ----- def ----- Armour +4 Fatigue +4% Resists +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nugablek the cured leather armour (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Dmg.mod +6% mind Res.pen +10% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% darkness +5% physical Max.HP +25.00 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
16 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
116 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tuligothad the dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +9.0% Crit.mult +3.00% Apr +7 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% physical While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered ash wand of clairvoyance [power 12] (9 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
14 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. |
14 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Nukkuva ihmemies the Yeek Solipsist level 21
45th Dusk 122nd year of Ascendancy at 04:47 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nukkuva ihmemies the Yeek Solipsist level 21
48th Dusk 122nd year of Ascendancy at 04:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nukkuva ihmemies the Yeek Solipsist level 23
70th Haze 122nd year of Ascendancy at 19:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nukkuva ihmemies the Yeek Solipsist level 10
4th Flare 122nd year of Ascendancy at 09:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nukkuva ihmemies the Yeek Solipsist level 20
37th Dusk 122nd year of Ascendancy at 20:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Nukkuva ihmemies the Yeek Solipsist level 30
8th Allure 123rd year of Ascendancy at 10:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nukkuva ihmemies the Yeek Solipsist level 21
1st Haze 122nd year of Ascendancy at 21:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nukkuva ihmemies the Yeek Solipsist level 23
70th Haze 122nd year of Ascendancy at 13:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nukkuva ihmemies the Yeek Solipsist level 9
10th Mirth 122nd year of Ascendancy at 05:54 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Nukkuva ihmemies the Yeek Solipsist level 33
67th Regrowth 123rd year of Ascendancy at 04:32 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nukkuva ihmemies the Yeek Solipsist level 25
1st Decay 122nd year of Ascendancy at 03:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nukkuva ihmemies the Yeek Solipsist level 23
70th Haze 122nd year of Ascendancy at 12:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nukkuva ihmemies the Yeek Solipsist level 17
25th Dusk 122nd year of Ascendancy at 14:18 see stats
Log
Nukkuva ihmemies fails to use Dream Walk.
Glevena the ultimate gwelgoroth shoots!
Nukkuva ihmemies's mind surges with critical power!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies's mind surges with critical power!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies is no longer poisoned.
Numbing Poison from Glevena the ultimate gwelgoroth hits Nukkuva ihmemies for (19 antimagic), 0 nature (0 total damage).
Nukkuva ihmemies hits Glevena the ultimate gwelgoroth for 1 mind, 1 arcane (2 total damage).
Nukkuva ihmemies receives 3 healing (4 psi heal).
Nukkuva ihmemies hits Salygalle the ultimate gwelgoroth for 23 mind, 29 arcane, 13 mind, 16 arcane, 10 mind, 12 arcane (103 total damage).
Hurricane from Salygalle the ultimate gwelgoroth hits Nukkuva ihmemies for (41 antimagic), 0 lightning (0 total damage).
Burning from Salygalle the ultimate gwelgoroth hits Nukkuva ihmemies for (4 antimagic), 0 fire (0 total damage).
Insidious Poison from Salygalle the ultimate gwelgoroth hits Nukkuva ihmemies for (1 antimagic), 0 nature (0 total damage).
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies's mind surges with critical power!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies converts some damage to Psi!
Nukkuva ihmemies hits Glevena the ultimate gwelgoroth for 0 mind, 0 mind (0 total damage).
Glevena the ultimate gwelgoroth's Shoot hits Nukkuva ihmemies for 58 to psi, 72 physical, (7 antimagic), 0 darkness (130 total damage).
Venomous Ammunition hits Nukkuva ihmemies for (19 antimagic), 0 nature (0 total damage).
Salygalle the ultimate gwelgoroth casts Draining Assault.
Nukkuva ihmemies is invigorated by the attack!
Salygalle the ultimate gwelgoroth resists the mind attack!
Nukkuva ihmemies's mind surges with critical power!
Nukkuva ihmemies is invigorated by the attack!
Nukkuva ihmemies resists the searing flame!
Saving game...






























































































