










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
Improved Auto-explore and Rest 1.5.3Quality 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 20 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Xaniseth the large brown snake at level 20 on the 54th Dusk 122nd year of Ascendancy at 00:18 / 1 |
Primary Stats
| Strength | 41 (base 21) |
| Dexterity | 64 (base 46) |
| Constitution | 32 (base 23) |
| Magic | 23 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 36 (base 19) |
Resources
| Life | -187/568 |
| Steam | 0/100 |
| Stamina | 8/105 |
| Equilibrium | 30 |
| Healing Factor | 1.3633663366337 |
| Regeneration | 51.848821782178 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 51.254036314199 |
| See Invisible | 65.254036314199 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 60 |
| Crit Chance | 35% |
| APR | 14 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 12% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 12% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Nature | +3% |
| Cold | +26% |
| All | 0% |
Offense: Damage Penetration
| Physical | +16% |
Defense: Base
| Armour (hardiness) | 17 (70.376569037657%) |
| Defense | 50 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 27 |
Defense: Resistances
| Physical | + 19%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 16%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 15%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Confusion Resistance | 15% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 7 turns. While Heroism is active, you will only die when reaching -275 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Piercing Ammunition |
| detrimental effect | Huge cut that bleeds, doing 3.30 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 20%. Concealment |
| beneficial effect | A flow of life spins around the target, regenerating 36.48 life per turn. Regeneration |
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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | 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 Possessed. | 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. | 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 precision. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * You've found the needed orc heart. 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 bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' 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 skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 within1 lumberjacks have died. | 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 | [vs. Glorutira the pair of rough leather boots (3 def, 1 armour) (On feet)]Glorutira the pair of rough leather boots (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) (-) Physical crit. chance: +5.0% (-) Armour: +1 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Fatigue: +1% (-) Changes stats: +2(-) Dex Physical save: +3 (+2 eff.) (-) Life regen: +0.40 (-) Only die when reaching: -60.00 life (-) A pair of boots made of leather. |
| Quiver | [vs. Hornet Stingers (20/20, 117% power, 10 apr) (Quiver, 1 of 2)]Hornet Stingers (20/20, 117% power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +5.0% (-) Capacity: 20 (-) On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. Tap to cycle through comparison choices |
| Light source | [vs. Rainravage the brass lantern (Light source)]Rainravage the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12(-) nature Changes stats: +4(-) Dex / +6(-) Mag / +1(-) Con Changes damage: +3%(-) nature Maximum life: +40.00 (-) Light radius: +4 (-) 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. Prismlace (5 def, 3 armour) (On head)]Prismlace (5 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +3 (-) Defense: +5 (+1 eff.) (-) Fatigue: +5% (-) Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8(-) light / 0(-11) item temporal energize Changes stats: +3(-) Cun / +2(-) Con Changes resistances: +12%(-) light Light radius: +3 (-) See invisible: +12 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. stralite ring 'Berurozor' (On fingers, 1 of 2)]stralite ring 'Berurozor' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Physical power: +10 (+3 eff.) (-) Changes stats: +6(-) Str / +6(-) Dex / +4(-) Mag / +8(-) Cun / +5(-) Con Changes resistances: +1%(-) physical Life regen: +0.90 (-) Maximum life: +69.00 (-) Healing mod.: +20% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. stralite ring 'Berurozor' (On fingers, 1 of 2)]wizard's copper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-6) Str / +0(-6) Dex / +3(-1) Mag / +0(-8) Cun / +0(-5) Con Changes resistances: +0%(-1%) physical Spell save: +6 (+3 eff.) Blindness immunity: +21% Life regen: +0.00 (-0.90) Maximum life: +0.00 (-69.00) Infravision radius: +3 See stealth: +5 See invisible: +7 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Glorulravena the rough leather belt (Around waist)]Glorulravena the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode Changes stats: +4(-) Dex / +4(-) Cun / +6(-) Lck Changes resistances: +12%(-) mind Trap disarming bonus: +6 (-) Stealth bonus: +6 (-) Infravision radius: +3 (-) A belt that goes around your waist. |
| In main hand | [vs. Glowvenom (In main hand, 1 of 2)]Glowvenom Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-) Damage (Ranged): +21(-) cold Burst (radius 1) on hit: +2(-) light / +2(-) temporal When wielded/worn: Accuracy: +12 (+4 eff.) (-) Physical crit. chance: +14.0% (-) Physical power: +15 (+4 eff.) (-) Changes stats: +5(-) Str Changes resistances: +9%(-) light Changes damage: +26%(-) cold Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| On hands | [vs. Poruretta (6 def, 7 armour) (On hands)]Poruretta (6 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +7 (-) Defense: +6 (+2 eff.) (-) Ranged Defense: +6 (+2 eff.) (-) Changes stats: +3(-) Str Mental save: +6 (+3 eff.) (-) Only die when reaching: -80.00 life (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Salemivena (3 def, 6 armour) (Main armor)]Salemivena (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+1 eff.) (-) Fatigue: +8% (-) Changes stats: +6(-) Str / +1(-) Con Changes resistances: +19%(-) acid / +9%(-) physical / +13%(-) darkness / +5%(-) arcane Spell save: +30 (+15 eff.) (-) Mental save: +10 (+5 eff.) (-) Disease immunity: +10% (-) Confusion immunity: +15% (-) Light radius: +1 (-) Combat speed: +15% (-) Casting speed: +15% (-) Mental speed: +15% (-) It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | [vs. Manirak the linen cloak (1 def, 0 armour) (Cloak)]Manirak the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +4 (-) Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Cun / +2(-) Dex Changes resistances: +9%(-) temporal Blindness immunity: +10% (-) Pinning immunity: +20% (-) Stun/Freeze immunity: +20% (-) Only die when reaching: -40.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. warrior's copper amulet (Around neck)]warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6%(-) physical Stamina each turn: +0.20 (-) Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 133% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 133% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 141% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 141% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 87)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. warrior's copper amulet (Around neck)]restful copper amulet of cunning (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Changes resistances: +0%(-6%) physical Life regen: +1.10 Stamina each turn: +0.00 (-0.20) Amulets can have magical properties. |
[vs. Glowvenom (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel mace of crippling (134% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% (+68%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% (-25%) Firing range: +0 (-9) On weapon hit: * 15% chance to daze at end of turn (+15%) On weapon crit: + cripple the target Damage (Ranged): +0(-21) cold Burst (radius 1) on hit: +0(-2) light / +0(-2) temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +8.0% (-6.0%) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Changes stats: +1(-4) Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-9%) light Changes resistances penetration: +10% lightning Changes damage: +0%(-26%) cold Blunt and deadly. Tap to cycle through comparison choices |
[vs. Glowvenom (In main hand, 1 of 2)]Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (+45%) Range: 1.3x (+0.2x) Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% (-25%) Firing range: +0 (-9) Damage Shield penetration (this weapon only): +50% Damage (Ranged): +0(-21) cold Burst (radius 1) on hit: +0(-2) light / +0(-2) temporal When wielded/worn: Accuracy: +20 (+6 eff.) (+8 (+2 eff.)) Physical crit. chance: +0.0% (-14.0%) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Changes stats: +0(-5) Str Changes resistances: +0%(-9%) light Changes damage: +0%(-26%) cold Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 |
[vs. Glowvenom (In main hand, 1 of 2)]Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (+63%) Range: 1.3x (+0.2x) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% (-25%) Firing range: +0 (-9) Damage (Ranged): +0(-21) cold Burst (radius 1) on hit: +0(-2) light / +0(-2) temporal Damage conversion: 50% darkness When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-14.0%) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Changes stats: +0(-5) Str / +4 Mag / +4 Cun Changes resistances: +10% darkness / +0%(-9%) light Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +0%(-26%) cold Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 66.59 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Glowvenom (In main hand, 1 of 2)]Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% (+8%) Firing range: +9 (-) Damage (Ranged): +0(-21) cold Burst (radius 1) on hit: +0(-2) light / +0(-2) temporal When wielded/worn: Accuracy: +12 (+4 eff.) (-) Physical crit. chance: +5.0% (-9.0%) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Changes stats: +0(-5) Str / +3 Dex Changes resistances: +0%(-9%) light Changes damage: +0%(-26%) cold / +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 11 Travel Speed: instantaneous Description: Fire a steady shot, doing 157% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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 |
[vs. Glorulravena the rough leather belt (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item acid corrode Changes stats: +0(-4) Dex / +3 Wil / +0(-4) Cun / +0(-6) Lck Changes resistances: +20% blight / +20% cold / +20% nature / +0%(-12%) mind Trap disarming bonus: +0 (-6) Stealth bonus: +0 (-6) Infravision radius: +0 (-3) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. Glorulravena the rough leather belt (Around waist)]Xeth the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Physical power: +3 (+1 eff.) Armour: +6 Damage (Melee): 0(-30) item acid corrode Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +0%(-12%) mind Critical mult.: +3.00% Trap disarming bonus: +0 (-6) Stealth bonus: +0 (-6) Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life Infravision radius: +0 (-3) Size category: +1 A belt that goes around your waist. |
[vs. Glorutira the pair of rough leather boots (3 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Cracklerune the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (-1 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +3 (+2) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +3% (+2%) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +0(-2) Dex / +3 Con Changes resistances: +9% lightning / +9% nature / +9% light Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Spell save: +23 (+10 eff.) Life regen: +0.00 (-0.40) Only die when reaching: +0.00 life (+60.00 life) It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 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. Prismlace (5 def, 3 armour) (On head)]Lorelathaleg the Glintrigor (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-2) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +1% (-4%) Damage when hit (Melee): 5 physical / 0(-8) light / 0(-11) item temporal energize Changes stats: +3 Str / +4(+1) Cun / +0(-2) Con Changes resistances: +12%(-) light Changes resistances penetration: +5% mind Maximum psi: +10.00 Mindpower: +4 (+2 eff.) Light radius: +0 (-3) See invisible: +0 (-12) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 134.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
[vs. Prismlace (5 def, 3 armour) (On head)]Serpentnail the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-2) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +1% (-4%) Damage when hit (Melee): 0(-8) light / 0(-11) item temporal energize Changes stats: +0(-3) Cun / +0(-2) Con Changes resistances: +6% cold / +15% mind / +0%(-12%) light Changes damage: +9% nature / +6% mind Allows you to breathe in: water Light radius: +0 (-3) See invisible: +0 (-12) A cap made of leather. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. Hornet Stingers (20/20, 117% power, 10 apr) (Quiver, 1 of 2)]187 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-10) Crit. chance: +0.0% (-5.0%) Capacity: 0 (-20) On weapon hit: - afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Rainravage the brass lantern (Light source)]Loryzilasus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 0(-12) nature Changes stats: +0(-4) Dex / +0(-6) Mag / +0(-1) Con Changes resistances: +1% physical Changes damage: +0%(-3%) nature / +9% physical Critical mult.: +3.00% Mental save: +5 (+2 eff.) Stamina each turn: +0.60 Maximum life: +0.00 (-40.00) Maximum stamina: +10.00 Light radius: +2 (-2) See stealth: +7 See invisible: +6 Healing mod.: +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. |
[vs. Rainravage the brass lantern (Light source)]Scaldquake Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 0(-12) nature Changes stats: +2 Str / +0(-4) Dex / +0(-6) Mag / +0(-1) Con Changes resistances: +3% fire Changes damage: +0%(-3%) nature / +6% physical Maximum life: +40.00 (-) Light radius: +2 (-2) Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe of endurance (dig speed 35 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: -4% Changes stats: +2 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 84.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)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 182 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Headshot the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 22:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Headshot the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 22:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Headshot the Cornac Archer level 20
13rd Dusk 122nd year of Ascendancy at 18:42 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Headshot the Cornac Archer level 19
10th Dusk 122nd year of Ascendancy at 14:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Headshot the Cornac Archer level 13
2nd Summertide 122nd year of Ascendancy at 23:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Headshot the Cornac Archer level 16
1st Dusk 122nd year of Ascendancy at 12:36 see stats
Log
Talent Nature's Touch is ready to use.
Talent Evasion is ready to use.
Talent Infusion: Regeneration is ready to use.
Deep Wound from Xaniseth the large brown snake hits Headshot for 0 physical damage.
Xaniseth the large brown snake strafes with his steamguns!
Talent Infusion: Wild is ready to use.
Deep Wound from Xaniseth the large brown snake hits Headshot for 8 physical damage.
Xaniseth the large brown snake's Strafe misses Headshot.
Headshot starts to bleed.
Xaniseth the large brown snake's Strafe hits Headshot for 78 physical, 1 physical (80 total damage).
Headshot uses Nature's Touch.
Headshot deactivates Concealment.
Headshot receives 104 healing.
Xaniseth the large brown snake strafes with his steamguns!
Headshot's deep wound closes.
Bleeding from Xaniseth the large brown snake hits Headshot for 1 physical damage.
Xaniseth the large brown snake's Strafe misses Headshot.
Xaniseth the large brown snake uses Overgrowth.
Xaniseth the large brown snake's Strafe hits Headshot for 68 physical, 1 physical (70 total damage).
Headshot uses Infusion: Regeneration.
Headshot starts regenerating health quickly.
Xaniseth the large brown snake strafes with his steamguns!
Xaniseth the large brown snake's Beyond the Flesh hits Headshot for 47 physical, 17 physical, 13 lightning (78 total damage).
Headshot hits Xaniseth the large brown snake for (7 resist armour), 0 light, (7 to psi shield), (3 resist armour), 0 nature (0 total damage).
Xaniseth the large brown snake's Strafe misses Headshot.
Saving game...




























































































