











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.7.0Modifies 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: Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines 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: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 14 / 79% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 14 on the 32nd Dusk 122nd year of Ascendancy at 00:10 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 40) |
Dexterity | 16 (base 9) |
Constitution | 35 (base 32) |
Magic | 8 (base 8) |
Willpower | 14 (base 9) |
Cunning | 17 (base 13) |
Resources
Life | -7/490 |
Stamina | 62/161 |
Healing Factor | 1.2916660017318 |
Regeneration | 8.6005653577634 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 8 |
See Stealth | 38.359308386465 |
See Invisible | 38.359308386465 |
Offense: Mainhand
Damage | 42 |
Accuracy | 44 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +14% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 41.08934837382 (81.151787968034%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 40 |
Physical Save | 30 |
Spell Save | 26 |
Mental Save | 24 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 11%( 70%) |
Cold | + 61%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Light | + 30%( 70%) |
Mind | + 3%( 70%) |
Fire | + 15%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 2.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved mental save by +12. | 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 Willpower by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * 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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
Equipment
On feet | ![]() miner's pair of rough leather boots of tirelessness (0 def, 3 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 (-) ---------- misc Stam/turn +0.30 (-) Max.stam +12.00 (-) Infravis +1 (-) A pair of boots made of leather. |
Light source | ![]() Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Glaciergore the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2(-) Str dps ---------- Melee+ 0(-20) item expose Melee Ret 2(-) lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +3%(-) mind +9%(-) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() polar iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5(-) cold Dmg.mod +4%(-) cold ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +5%(-) cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() iron torque of mindblast [power 105] (13 cooldown) 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() savior's steel ring of frost (+20%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10%(-) cold ----- def ----- Resists +20%(-) cold Phys.save +8 (+4 eff.) (-) Spell.save +9 (+5 eff.) (-) Mind.save +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +0%(-10%) cold Acc +6 (+2 eff.) ----- def ----- Resists +0%(-20%) cold Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Spell.save +0 (+0 eff.) (-9 (-5 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() cleansing copper amulet of cunning (+2) 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2(-) Cun ----- def ----- Resists +11%(-) nature +11%(-) blight Poison- +20% (-) Disease- +21% (-) Amulets make your neck look great! |
In main hand | ![]() Arowe the iron longsword (11-15 power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +2.5% (-) Atk.spd 100% (-) Melee+ +5(-) nature On Hit.r1 +4(-) mind While equipped: dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +10%(-) acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3%(-) acid +6%(-) cold Sharp, long, and deadly. Tap to cycle through comparison choices |
Around waist | ![]() insulating rough leather belt of transcendence 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) (-) ----- def ----- Resists +5%(-) fire +6%(-) cold Phys.save +6 (+3 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-) Block +48 (-) Melee+ +10(-) cold While equipped: dps ---------- On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 (-) Defense +8 (+8 eff.) (-) Fatigue +12% (-) Resists +15%(-) cold +10%(-) fire ---------- misc Max.Air +20.00 (-) Talents +1.00(-) Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() Noonmonster the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2(-) Str +2(-) Dex +2(-) Cun +2(-) Con dps ---------- Phys.crit +2.0% (-) ----- def ----- Defense +1 (+1 eff.) (-) ---------- misc Light +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Aerydarin the iron plate armour (0 def, 15 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: Stats +2(-) Dex +1(-) Con ----- def ----- Armour +15 (-) Fatigue +22% (-) Resists +16%(-) lightning ---------- misc Max.hate +2.00 (-) A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion of the titan (res 23%; physical; dur 2; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 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. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() copper amulet of cunning (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3(+1) Cun ----- def ----- Resists +0%(-11%) nature +0%(-11%) blight Poison- +0% (-20%) Disease- +0% (-21%) Amulets make your neck look great! |
![]() savior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: dps ---------- Dmg.mod +0%(-10%) cold ----- def ----- Resists +0%(-20%) cold Phys.save +6 (+3 eff.) (-2 (-1 eff.)) Spell.save +7 (+4 eff.) (-2 (-1 eff.)) Mind.save +8 (+4 eff.) (+2 (+1 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() thought-forged iron mace (13-18 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Psionic Power 13.0 - 18.2(+2.0 - +2.8) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +0.5% (-2.0%) Atk.spd 100% (-) Melee+ +6 mind +0(-5) nature On Hit.r1 +0(-4) mind On Hit: * 10% chance to reduce all saves and defense by 12 While equipped: Stats +2 Cun +2 Wil dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +0%(-10%) acid ----- def ----- Resists +0%(-3%) acid +0%(-6%) cold Blunt and deadly. Tap to cycle through comparison choices |
![]() iron waraxe 'Islemina' (17-24 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Master Power 17.0 - 23.8(+6.0 - +8.4) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +3.5% (+1.0%) Atk.spd 100% (-) Melee+ +0(-5) nature On Hit.r1 +0(-4) mind While equipped: Stats +4 Wil +1 Con dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +5% mind +0%(-10%) acid ----- def ----- Resists +0%(-3%) acid +0%(-6%) cold +6% mind One-handed war axes. Tap to cycle through comparison choices |
![]() Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5(+4.0 - +4.1) Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 (+23) Crit +0.0% (-2.5%) Atk.spd 100% (-) Phasing +50% Melee+ +0(-5) nature On Hit.r1 +0(-4) mind While equipped: dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +0%(-10%) acid Acc +20 (+7 eff.) ----- def ----- Resists +0%(-3%) acid +0%(-6%) cold Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
![]() Stormlash (17-19 power, 7 apr) 3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7(+6.0 - +3.3) Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 (+5) Crit +5.0% (+2.5%) Atk.spd 125% (+25%) Melee+ +0(-5) nature Dmg.conv 50% dazing lightning On Hit.r1 +0(-4) mind On Crit: + Focus the lightning forces on an enemy While equipped: dps ---------- Melee+ 0(-20) item manaburn arcane Dmg.mod +10% lightning Res.pen +0%(-10%) acid Acc +7 (+2 eff.) ----- def ----- Resists +0%(-3%) acid +0%(-6%) cold Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 9.78 to 29.33 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
![]() Surefire 4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-2) Crit +0.0% (-2.5%) Atk.spd 105% (+5%) Range +9 Melee+ +0(-5) nature On Hit.r1 +0(-4) mind While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Melee+ 0(-20) item manaburn arcane Dmg.mod +5% physical Res.pen +0%(-10%) acid Acc +12 (+4 eff.) ----- def ----- Resists +0%(-3%) acid +0%(-6%) cold This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
![]() Siloldassra the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +0 (+0 eff.) (-2 (-2 eff.)) Dmg.mod +6% physical Apr +1 Melee Ret 4 mind ----- def ----- Resists +0%(-5%) fire +0%(-6%) cold Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Max.HP +33.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
![]() enveloping linen cloak of protection (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +0(-2) Str +0(-2) Dex +0(-2) Cun +0(-2) Con dps ---------- Phys.crit +0.0% (-2.0%) ----- def ----- Defense +7 (+7 eff.) (+6 (+6 eff.)) Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() grounding pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 (-2) Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 (-) Max.stam +11.00 (-1.00) Infravis +0 (-1) A pair of boots made of leather. |
![]() Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Melee+ 0(-5) cold Dmg.mod +5% nature +0%(-4%) cold ----- def ----- Armour +0 (-1) Fatigue +0% (-1%) Resists +10% nature +0%(-5%) cold Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() miner's rough leather cap of constitution (+2) (0 def, 2 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +0(-2) Str +2 Con dps ---------- Melee+ 0(-20) item expose Melee Ret 0(-2) lightning ----- def ----- Armour +2 (-1) Fatigue +1% (-4%) Resists +0%(-3%) mind +0%(-9%) cold ---------- misc Infravis +1 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() Gloryyatira the Shadowbrand 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +3% darkness +0%(-10%) light ----- def ----- Resists +0%(-30%) light Crit.chn- 5.00% Mind.save +15 (+7 eff.) Die.at -20.00 life Heal.mod +0% (-10%) Disease- +20% ---------- misc Light +3 (-2) See.Stealth +6 See.Invis +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. |
![]() Moldsage the brass lantern 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Mind.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +5% (-5%) Pinning- +20% Knockbk- +20% ---------- misc Light +3 (-2) See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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
By Tempaq the Cornac Bulwark level 14
19th Dusk 122nd year of Ascendancy at 22:25 see stats
By Tempaq the Cornac Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 16:10 see stats
By Tempaq the Cornac Bulwark level 12
4th Dusk 122nd year of Ascendancy at 22:19 see stats
Log
Talent Dig is ready to use.
Talent Shattering Shout is ready to use.
Acid Splash from Weirdling Beast hits Tempaq for 11 acid damage.
Weirdling Beast misses Tempaq.
Acid Splash from Weirdling Beast hits Tempaq for 11 acid damage.
Weirdling Beast hits Tempaq for 29 physical damage.
Melee retaliation hits Weirdling Beast for (1 absorbed), 0 lightning (0 total damage).
Weirdling Beast feels pain again.
The shield around Weirdling Beast crumbles.
Tempaq hits Weirdling Beast for 11 physical, 2 nature, 11 arcane, 3 cold, 8 light, 1 mind (37 total damage).
Tempaq is no longer attuned.
Tempaq overcomes the gloom
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Acid Splash from Weirdling Beast hits Tempaq for 11 acid damage.
Weirdling Beast uses Infusion: Healing.
Weirdling Beast receives 435 healing from Infusion: Healing.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Tempaq for 127 mind damage.
Tempaq uses Infusion: Regeneration.
Tempaq starts regenerating health quickly.
Tempaq attunes to the damage.
Talent Shield Pummel is ready to use.
Talent Shield Slam is ready to use.
Acid Splash from Weirdling Beast hits Tempaq for 13 acid damage.
Weirdling Beast casts Manathrust.
Weirdling Beast hits Tempaq for 128 arcane damage.
Tempaq the level 14 cornac bulwark was imploded to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.