









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 | Oozemancer |
| Level / Exp | 15 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Emariawe the gloomy warg at level 15 on the 2nd Flare 122nd year of Ascendancy at 05:56 / 2Killed by Isamina the gloomy treant at level 15 on the 2nd Flare 122nd year of Ascendancy at 06:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 52 (base 41) |
| Cunning | 36 (base 30) |
Resources
| Life | -2/303 |
| Equilibrium | 15 |
| Healing Factor | 1.223829787234 |
| Regeneration | 36.457889361702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 38 |
| Crit Chance | 12% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 38 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Lightning | +3% |
| Light | +9% |
| Mind | +14% |
| Darkness | +3% |
| Physical | +6% |
| Fire | +18% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +5% |
| Darkness | +5% |
| Physical | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 7 |
| Physical Save | 31 |
| Spell Save | 47 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 6%( 70%) |
| Light | 0%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 2%( 70%) |
| Darkness | + 5%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | A flow of life spins around the target, regenerating 28.44 life per turn. Regeneration |
| beneficial effect | You gain 12% resistance against temporal. Resolve |
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 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 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 |
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 orc heart. * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 bear paw. * You've found the needed length of troll intestine. * You've found the needed minotaur nose. | 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 within5 lumberjacks have died. | done |
Equipment
| Light source | [vs. Flashwing (Light source)]Flashwing Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 4(-) lightning Changes resistances: +12%(-) nature / +6%(-) lightning Changes resistances penetration: +5%(-) lightning Changes damage: +3%(-) lightning Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. rough leather cap 'Taintcrack' (0 def, 1 armour) (On head)]rough leather cap 'Taintcrack' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Str Changes resistances: +6%(-) darkness / +3%(-) cold Changes resistances penetration: +5%(-) nature Physical save: +9 (+5 eff.) (-) Spell save: +6 (+2 eff.) (-) Mental save: +15 (+5 eff.) (-) A cap made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 63.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On fingers | [vs. Ulfinik (On fingers, 1 of 2)]Ulfinik Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +26%(-) acid / +9%(-) nature / +5%(-) arcane Changes damage: +13%(-) acid Physical save: +11 (+6 eff.) (-) Spell save: +30 (+12 eff.) (-) Mental save: +11 (+4 eff.) (-) Maximum stamina: +25.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Ulfinik (On fingers, 1 of 2)]gold ring 'Dazzlesaw' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+7 eff.) Defense: +7 (+7 eff.) Changes stats: +0(-3) Con / +1 Wil Changes resistances: +0%(-26%) acid / +26% fire / +5%(-) arcane / +0%(-9%) nature Changes damage: +0%(-13%) acid / +13% fire / +9% light / +9% mind Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +20 (+8 eff.) (-10 (-4 eff.)) Mental save: +0 (+0 eff.) (-11 (-4 eff.)) Life regen: +1.10 Maximum life: +53.00 Maximum stamina: +0.00 (-25.00) Movement speed: +15% Healing mod.: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet 'Emoba' (Around neck)]copper amulet 'Emoba' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Cun / +3(-) Wil Changes damage: +3%(-) mind Grants telepathy: Dragon Critical mult.: +15.00% (-) Mindpower: +4 (+1 eff.) (-) Amulets can have magical properties. |
| In main hand | [vs. horrifying living mindstar of resolve (115% power, 40 apr, nature damage) (In main hand, 1 of 2)]horrifying living mindstar of resolve (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 4(-) mind / 3(-) darkness Changes stats: +2(-) Wil Changes damage: +2%(-) mind / +3%(-) darkness Physical save: +2 (+1 eff.) (-) Mindpower: +10 (+3 eff.) (-) Mental crit. chance: +5% (-) 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. Tap to cycle through comparison choices |
| Around waist | [vs. Belisetha the rough leather belt (Around waist)]Belisetha the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +2%(-) physical Changes resistances penetration: +10%(-) physical Changes damage: +6%(-) physical Physical save: +6 (+3 eff.) (-) Mindpower: +3 (+1 eff.) (-) Infravision radius: +3 (-) A belt that goes around your waist. |
| In off hand | [vs. horrifying living mindstar of resolve (115% power, 40 apr, nature damage) (In main hand, 1 of 2)]nature's vined mindstar of balance (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 88% (-26%) Range: 1.1x (+0.0x) Uses stats: 34% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-22) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-3) darkness Changes stats: +0(-2) Wil Changes resistances: +3% blight Changes damage: +0%(-3%) darkness / +3% nature / +0%(-2%) mind Physical save: +3 (+1 eff.) (+1 (+0 eff.)) Spell save: +3 (+1 eff.) Mental save: +2 (+0 eff.) Disease immunity: +11% Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) (-6 (-2 eff.)) Mental crit. chance: +2% (-3%) 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. Tap to cycle through comparison choices |
| Cloak | [vs. Deepsmoon the linen cloak (1 def, 0 armour) (Cloak)]Deepsmoon the linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Mag / +2(-) Wil / +1(-) Cun / +3(-) Con Changes resistances penetration: +5%(-) darkness Mental save: +6 (+2 eff.) (-) Light radius: +1 (-) See invisible: +9 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour of clarity (1 def, 2 armour) (Main armor)]rough leather armour of clarity (1 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +6%(-) mind Mental save: +11 (+4 eff.) (-) A suit of armour made of leather. |
Inventory
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. |
[vs. copper amulet 'Emoba' (Around neck)]Yvelewyn the Duathelkill Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +0(-3) Cun / +3(-) Wil Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +0%(-3%) mind Grants telepathy: Dragon Critical mult.: +0.00% (-15.00%) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Amulets can have magical properties. |
[vs. horrifying living mindstar of resolve (115% power, 40 apr, nature damage) (In main hand)]Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 120% (+5%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-36) Crit. chance: +12.0% (+7.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-3) darkness Changes stats: +0(-2) Wil Changes damage: +8% blight / +0%(-2%) mind / +0%(-3%) darkness Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) Mental crit. chance: +0% (-5%) A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
[vs. horrifying living mindstar of resolve (115% power, 40 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-40%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-28) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-4) mind / 0(-3) darkness Changes stats: +0(-2) Wil Changes damage: +0%(-2%) mind / +0%(-3%) darkness Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Mindpower: +2 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +1% (-4%) 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. Tap to cycle through comparison choices |
[vs. Deepsmoon the linen cloak (1 def, 0 armour) (Cloak)]enveloping linen cloak of battle (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +7 (+7 eff.) (+6 (+6 eff.)) Fatigue: -3% Changes stats: +0(-1) Str / +0(-1) Mag / +0(-2) Wil / +0(-1) Cun / +0(-3) Con Changes resistances penetration: +0%(-5%) darkness Physical save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +0 (-1) See invisible: +0 (-9) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Effects when hit in melee: * 21% chance to reduce effective powers by 20% * 17 arcane resource burn Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire Spell save: +14 (+4 eff.) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather cap 'Taintcrack' (0 def, 1 armour) (On head)]rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Str / +3 Con Changes resistances: +0%(-6%) darkness / +0%(-3%) cold Changes resistances penetration: +0%(-5%) nature Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) A cap made of leather. |
[vs. rough leather cap 'Taintcrack' (0 def, 1 armour) (On head)]rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(+1) Str Changes resistances: +0%(-6%) darkness / +0%(-3%) cold Changes resistances penetration: +0%(-5%) nature Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) A cap made of leather. |
4 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
[vs. Flashwing (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances: +0%(-12%) nature / +0%(-6%) lightning Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) lightning Light radius: +2 (-3) 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. Flashwing (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances: +0%(-6%) lightning / +30% light / +0%(-12%) nature Changes resistances penetration: +0%(-5%) lightning Changes damage: +10% light / +0%(-3%) lightning Light radius: +4 (-1) Healing mod.: +10% It can be used to call light (109 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fulion the Cornac Oozemancer level 7
4th Mirth 122nd year of Ascendancy at 05:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fulion the Cornac Oozemancer level 10
7th Mirth 122nd year of Ascendancy at 18:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fulion the Cornac Oozemancer level 11
8th Mirth 122nd year of Ascendancy at 16:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fulion the Cornac Oozemancer level 14
1st Flare 122nd year of Ascendancy at 15:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Fulion the Cornac Oozemancer level 15
2nd Flare 122nd year of Ascendancy at 05:56 see stats
Log
Fulion hits Emariawe the gloomy warg for 233 acid damage.
Mana Clash hits Emariawe the gloomy warg for 0 arcane damage.
Mana Clash hits Isamina the gloomy treant for 0 arcane damage.
Isamina the gloomy treant stops being poisoned.
Fulion killed War hound!
Mana Clash hits Emariawe the gloomy warg for 0 arcane damage.
Mana Clash hits Isamina the gloomy treant for 0 arcane damage.
Insidious Poison from Fulion hits Isamina the gloomy treant for 25 nature damage.
Numbing Poison from Fulion hits Emariawe the gloomy warg for 28 nature damage.
Isamina the gloomy treant hits Something for 7 mind damage.
Fulion is no longer toxic to arcane users.
Talent Infusion: Regeneration is ready to use.
Emariawe the gloomy warg is poisoned!
Isamina the gloomy treant is poisoned!
Fulion uses Infusion: Regeneration.
Fulion starts regenerating health quickly.
Emariawe the gloomy warg speeds up.
Fulion is invigorated by the attack!
Fulion is invigorated by the attack!
Emariawe the gloomy warg is back to normal.
Numbing Poison from Fulion hits Emariawe the gloomy warg for 28 nature damage.
Poison from Fulion hits Isamina the gloomy treant for 20 nature damage.
Fulion hits Emariawe the gloomy warg for 0 lightning, 2 darkness, 3 mind (7 total damage).
Insidious Poison from Fulion hits Isamina the gloomy treant for 25 nature damage.
Poison from Fulion hits Emariawe the gloomy warg for 22 nature damage.
Emariawe the gloomy warg hits Fulion for 50 physical, 4 nature, 5 temporal (60 total damage).
Isamina the gloomy treant uses Blindside.
Fulion resists the mind attack!
Saving game...






























































