










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Tentacle Gnomes 1.7.2Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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:
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: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.0Donators/Buyers bonus! Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Gnome |
| Class | Doomed |
| Level / Exp | 14 / 46% |
| Size | small |
| Lifes / Deaths | Killed by whitehoof ghoul at level 14 on the 3rd Flare 122nd year of Ascendancy at 01:35 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 34 (base 27) |
| Magic | 20 (base 11) |
| Willpower | 45 (base 34) |
| Cunning | 42 (base 19) |
Resources
| Life | -151/436 |
| Hate | 100/100 |
| Healing Factor | 1.1432471183549 |
| Regeneration | 0.28581177958873 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +12% |
| Nature | +11% |
| Mind | +20% |
| Fire | +5% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +11% |
| Arcane | +11% |
| All | +1% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 27%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 29%( 70%) |
| Mind | + 17%( 70%) |
| Cold | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Fear Resistance | 14% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 14% |
Inscriptions (4/4)
| 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: 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Theoretical Adventuring | 1.00 |
| 0/1 |
| 0/1 |
| 0/1 |
| 1/1 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Practical Adventuring | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the harried rogue to the recall portal on level 1 of Ruins of Kor'Pul. Escort: harried rogue (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +8. | 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. | active |
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 |
Explore the barrowdowns for signs of a hideout, where the thieves might keep their stolen goods. On the trail of a thiefYou put that thief Hossenploss and his posse to justice and recovered your research notes. You liked the taste of adventuring and decide to take on some real challenge, like seeking treasures and fame inside the Trollmire and the Ruins of Kor-Pul. | 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. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 |
Equipment
| On feet | Tulen the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Cun +8 Con defense ------ Armor +1 Unlife -20.00 life Life +60.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
| Light source | Boltdredge the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Spell Crit +1% Spellpower +5 (+3 eff.) Damage +6% mind Ignore resists +10% lightning defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +20.00 Light +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. |
| On head | Bregystir (Misfortune) (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +11% mind Accuracy +15 (+8 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% mind +3% cold Unlife -20.00 life Curse of Misfortune A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 74.52 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. |
| Tool | Gnomish Pocket Encyclopedia Gnomish Pocket Encyclopedia2.0 Encumbrance T1 misc tool [Unique] Master While equipped: defense ------ Life +50.00 Read the book. Never leave home unprepared. This book holds a solution to every situation and eases survival. Once you have read everything it contains and don't need it anymore (you need to be at least level 30), you can use it to learn a new talent type of any kind you chose. |
| On fingers | copper ring 'Crackleblack'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Power +10 (+5 eff.) Damage +11% nature defense ------ Resistance +22% nature +3% lightning other ------- Stamina/turn +2.00 Rings make your fingers look great! |
| On fingers | steel ring 'Balogodutir'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Con offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+1 eff.) Damage +12% light Ignore resists +10% arcane defense ------ Fatigue -4% Resistance +24% light +5% arcane other ------- Encumbrance +22 Rings make your fingers look great! |
| Around neck | copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
| In main hand | horrifying vined mindstar of resolve (Shrouds) (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 4 mind 3 darkness Damage +3% mind +3% darkness defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Relgudenarilen the Foghue1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Critical power +5.00% Mindpower +23 (+5 eff.) Damage +6% cold When Hit 2 darkness defense ------ Physical save +5 (+2 eff.) other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
| In off hand | creative vined mindstar of balance (Madness) (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.60 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Fogquench' (Corpses) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Mindpower +20 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Defense +1 (+1 eff.) Life +30.00 other ------- EQ when Hit +0.08 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe (Misfortune) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the sneak (absorb 176; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
pair of rough leather boots 'Xama' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Damage +3% mind defense ------ Armor +1 Resistance +5% arcane +9% nature Life Regen +2.00 Pinning Resist +10% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Beluvea the linen wizard hat (Corpses) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Resistance +3% fire +3% mind +5% arcane Physical save +5 (+2 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
bladed rough leather cap of strength (+6) (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str defense ------ Armor +1 Fatigue +1% Curse of Shrouds Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 31.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
brass lantern 'Gora'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Mag +4 Wil +1 Cun offense ------ Physical Power +5 (+2 eff.) Ignore Armor +1 defense ------ Armor +6 Unlife -20.00 life other ------- Light +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. |
Research Diary0.0 Encumbrance misc [Plot Item] While carried: Stats +3 Cun Your precious research diary, containing valuable notes on the art of adventuring. |
Mayera the Hazecast (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Cun +3 Mag offense ------ Damage +3% cold Accuracy +3 (+2 eff.) defense ------ Resistance +3% darkness other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 265/400 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. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Verwis the Gnome Doomed level 10
3rd Mirth 122nd year of Ascendancy at 09:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Verwis the Gnome Doomed level 9
1st Mirth 122nd year of Ascendancy at 17:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Verwis the Gnome Doomed level 11
6th Mirth 122nd year of Ascendancy at 19:39 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Verwis the Gnome Doomed level 14
3rd Flare 122nd year of Ascendancy at 01:21 see stats
Log
Whitehoof ghoul uses Sunder Armour.
You have deflected 131 incoming damage!
Verwis's armour is damaged!
You collect a new ingredient: minotaur nose (1).
Verwis's creeping dark hits Minotaur mindscrew for 32 darkness damage.
Melee retaliation hits Whitehoof ghoul for (2 flat reduction), 0 darkness (0 total damage).
Whitehoof ghoul hits Verwis for (131 deflected), 241 physical (241 total damage).
Verwis's creeping dark killed Minotaur mindscrew!
Verwis receives 13 healing from Unnatural Body.
Verwis uses Infusion: Wild.
Verwis's armour is more intact.
Verwis is cured!
Verwis lessens the pain.
Verwis casts Rune: Shielding.
A shield forms around Verwis.
Verwis uses Unseen Force.
An unseen force begins to swirl around Verwis!
Minotaur uses Sunder Armour.
Minotaur performs a melee critical strike against Verwis!
Your shield crumbles under the damage!
The shield around Verwis crumbles.
You have deflected 11 incoming damage!
Verwis's armour is damaged!
Minotaur hits Verwis for (185 absorbed), (11 deflected), 49 physical, 5 nature, 19 lightning, 4 cold (77 total damage).
Melee retaliation hits Minotaur for (2 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Whitehoof ghoul for (2 flat reduction), 0 darkness (0 total damage).
Whitehoof ghoul hits Verwis for 193 physical damage.
Verwis the level 14 gnome doomed was eviscerated to death by a whitehoof ghoul on level 1 of Illusory Castle.
The unseen force around Verwis subsides.





























































