














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.) 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:
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: 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: 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 | Halfling |
| Class | Psyshot |
| Level / Exp | 31 / 13% |
| Size | small |
| Lifes / Deaths | Killed by Mayeta the corrupted protoplasmic controller at level 31 on the 73rd Regrowth 123rd year of Ascendancy at 05:52 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 24 (base 15) |
| Constitution | 20 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 100 (base 60) |
| Cunning | 100 (base 60) |
Resources
| Life | -284/649 |
| Steam | 106/106 |
| Equilibrium | 58 |
| Psi | 237/245 |
| Healing Factor | 1.2870588855781 |
| Regeneration | 4.1829413781288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 65 |
| Crit Chance | 34% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +16% |
| Temporal | +11% |
| Blight | +5% |
| Physical | +17% |
| Mind | +28% |
| All | +2% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +20% |
| Fire | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 35 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 55 |
| Mental Save | 59 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 10%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 10% |
| Disarm Resistance | 20% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 175% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 177% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. 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 black mamba head. * '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.' * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You offered your services to the Assassin Lord, abandoning the lost merchant to his fate. The Assassin Lord promised (threatened?) to contact you later with orders. | done |
Equipment
| On feet | pair of hardened leather boots 'Forestsever' (5 def, 3 armour) 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Critical power +5.00% Accuracy +20 (+7 eff.) defense ------ Armor +3 Defense +5 (+3 eff.) Resistance +7% lightning +8% temporal +9% nature Physical save +14 (+7 eff.) Spell save +16 (+5 eff.) Mind save +17 (+5 eff.) other ------- Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | Duvedragund the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Cun +1 Wil offense ------ Mind Crit +5% When Hit 2 mind defense ------ Life +40.00 other ------- 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 | Aralaith (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +8 Cun defense ------ Armor +1 Fatigue +1% Resistance +6% cold +9% light +3% darkness Crit Resistance 5.00% Mind save +12 (+3 eff.) Confus Resist +10% other ------- Breathe water A hat made of leather. Very stylish. |
| On hands | Braniromidas the hardened leather gloves (5 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% On-Hit 11 fire Damage +9% physical +6% fire Ignore resists +5% physical defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +15% blight +7% fire Knockbk Resist +20% other ------- Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Murkquench [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% blight On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Armor +2 Resistance +3% physical Blast the opponent's mind dealing 134 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eclipsewitch the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +9% temporal Ignore resists +20% arcane When Hit 8 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 30% defense ------ Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
| On fingers | gold ring 'Glowradiance'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +6 Cun offense ------ Accuracy +8 (+3 eff.) Ignore Armor +4 defense ------ Unlife -40.00 life other ------- Light +2 Rings make your fingers look great! |
| Around neck | steel amulet 'Chamarain'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +9% light +6% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +3.00 Max psi +40.00 Masteries +0.19 Steamtech/Blacksmith Amulets make your neck look great! |
| In main hand | dreamer's thorny mindstar of flames (8-9 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Hit: * applies a stacking poison dealing 32 damage per turn While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Global Speed +4% On-Hit 10 fire Damage +8% fire Ignore resists +5% fire defense ------ Resistance +12% mind +12% fire Mind save +4 (+1 eff.) other ------- Psi/turn +0.60 Max psi +15.00 Talents +1 Attune Mindstar 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 | Grineran the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +5% arcane +3% lightning Mind save +9 (+3 eff.) Life +30.00 Life Regen +2.00 Blind Resist +10% Disarm Resist +20% other ------- Talents +4 Thunder Grenade A belt that goes around your waist. |
| In off hand | Flashbutcher the pulsing mindstar (14-15 power, 32 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +90 20% chance of physical repulsion While equipped: Stats +2 Cun +8 Wil offense ------ Mind Crit +6% Mindpower +11 (+3 eff.) Spellpower/crit +6 Damage +17% mind +6% physical Ignore resists +10% blight +5% physical defense ------ Resistance +9% light +7% physical Spell save +14 (+5 eff.) other ------- Psi-on-crit +4.00 Talents +1 Attune Mindstar 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 | Runemastir the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Mindpower +15 (+4 eff.) Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Defense +2 (+1 eff.) Resistance +5% nature +5% cold Physical save +6 (+3 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life other ------- Psi when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 12 armour) 9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +12 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Crit Resistance 21.00% Spell save +38 (+11 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
movement infusion of the sneak (speed 754%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 754% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Eremaregorath =blight=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% acid +21% blight Ignore resists +20% blight +25% arcane defense ------ Resistance +9% blight +8% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Vargh Redemption =CON=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.40 cold and 23.40 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
psionicist's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Mind save +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Halerion the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +1 Dex +5 Mag +6 Wil +1 Cun +4 Con offense ------ Damage +5% lightning +6% physical +7% cold defense ------ Resistance +6% lightning +6% cold +7% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of life (0 def, 0 armour) =blight=2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ Critical power +10.00% defense ------ Resistance +10% blight +11% all Life +58.00 Life Regen +2.00 Healmod +12% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Korusarig the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Mag +3 Wil +4 Cun offense ------ Mind Crit +4% Spellpower +12 (+6 eff.) Spellpower/crit +5 Damage +24% cold +16% physical +24% temporal Ignore resists +6% temporal +8% physical defense ------ Resistance +36% cold +15% all Anomaly Control +12 Silence Resist +25% other ------- Psi when Hit +0.08 Max psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour) =lightning=9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+7 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 70.08 to 210.23 lightning damage (140.15 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Galecrack1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Mind Crit +4% Critical power +10.00% Mindpower +5 (+2 eff.) Ignore resists +5% lightning defense ------ Resistance +6% acid +6% blight other ------- Hate-on-crit +4.00 Max psi +10.00 A belt that goes around your waist. |
Salelaith1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +3% fire +6% light +3% darkness Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
noble's rough leather belt of shielding1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Armor +5 Resist Against +18% Summoned Create a temporary shield that absorbs 185 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Girdle of the Calm Waters =blight=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Goradir the pair of hardened leather boots (0 def, 3 armour) =CON=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +8 Con offense ------ Physical Crit +1.0% Damage +7% physical Ignore Armor +6 defense ------ Armor +3 Resistance +5% arcane Physical save +3 (+1 eff.) other ------- See Invisibility +6 Size +1 A pair of boots made of leather. |
linen wizard hat 'Armudig' (1 def, 0 armour) =lightning=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Mindpower +25 (+7 eff.) Damage +11% lightning On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- EQ when Hit +0.08 Hate-on-crit +2.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Lightsteel' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mind Crit +3% Critical power +15.00% Mindpower +11 (+3 eff.) Damage +12% acid +9% mind When Hit 4 light defense ------ Defense +2 (+1 eff.) Resistance +18% acid +7% mind Physical save +7 (+3 eff.) Mind save +19 (+5 eff.) other ------- Max psi +15.00 A pointy cloth hat, very wizardly... |
Curenail (1 def, 0 armour) =blight=2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Dex +2 Wil offense ------ When Hit 6 nature defense ------ Defense +1 (+1 eff.) Resistance +6% nature +7% blight Crit Resistance 15.00% other ------- Light +2 See Invisibility +15 A pointy cloth hat, very wizardly... |
Kindlequench (0 def, 3 armour) =DEX=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +10 Dex +2 Mag +4 Wil +1 Cun +3 Con offense ------ Damage +6% fire defense ------ Armor +3 Fatigue +3% Resistance +3% fire other ------- See Invisibility +3 A hat made of leather. Very stylish. |
hardened leather cap 'Cureransom' (0 def, 3 armour) =STR=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +9 Dex +3 Wil +7 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Armor +3 Fatigue +3% other ------- Infravision +1 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 28.3 Physical damage. If the attack hits, the target is confused (32% 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. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
153 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
steel deflection field0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +4 (+2 eff.) Slow Projectiles +10% Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +30% lightning Stun Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
iron toxic cannister launcher0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 225] powerful healing salve [power 225]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 225 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 156] potent pain suppressor salve [power 156]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -156 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 79/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Camedrakath the iron pickaxe (dig speed 28 turns) =STR=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Mag +4 Wil other ------- Psi when Hit +0.04 Infravision +3 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 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. |
elm totem of stinging 'Duathelvenom' [power 122] (15 cooldown) =CON=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% fire defense ------ Resistance +6% darkness Crit Resistance 15.00% other ------- See Invisibility +6 Sting an enemy dealing 124 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Emelarin the ash totem of healing [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Physical Power +25 (+11 eff.) Ignore resists +25% physical Accuracy +10 (+3 eff.) Ignore Armor +3 When Hit 4 mind defense ------ Physical save +6 (+3 eff.) other ------- Stamina/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Anweth the Halfling Psyshot level 18
41st Haze 122nd year of Ascendancy at 21:49 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Anweth the Halfling Psyshot level 24
6th Regrowth 123rd year of Ascendancy at 10:25 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By Anweth the Halfling Psyshot level 28
32nd Regrowth 123rd year of Ascendancy at 22:10 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anweth the Halfling Psyshot level 17
26th Haze 122nd year of Ascendancy at 11:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anweth the Halfling Psyshot level 22
7th Decay 122nd year of Ascendancy at 15:12 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anweth the Halfling Psyshot level 31
72nd Regrowth 123rd year of Ascendancy at 21:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Anweth the Halfling Psyshot level 29
60th Regrowth 123rd year of Ascendancy at 22:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anweth the Halfling Psyshot level 10
9th Mirth 122nd year of Ascendancy at 00:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anweth the Halfling Psyshot level 20
56th Haze 122nd year of Ascendancy at 18:44 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Anweth the Halfling Psyshot level 30
67th Regrowth 123rd year of Ascendancy at 18:31 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Anweth the Halfling Psyshot level 24
4th Regrowth 123rd year of Ascendancy at 09:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Anweth the Halfling Psyshot level 15
13rd Haze 122nd year of Ascendancy at 04:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anweth the Halfling Psyshot level 11
9th Flare 122nd year of Ascendancy at 09:01 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Anweth the Halfling Psyshot level 25
14th Regrowth 123rd year of Ascendancy at 07:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anweth the Halfling Psyshot level 25
8th Regrowth 123rd year of Ascendancy at 14:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anweth the Halfling Psyshot level 18
33rd Haze 122nd year of Ascendancy at 08:42 see stats
Log
Anweth activates Vaporous Step.
Anweth deactivates Vaporous Step.
Anweth is out of phase.
Anweth receives 269 healing.
Anweth is not affected anymore by the salve.
Talent Create Tinker is ready to use.
Talent Vitality is ready to use.
Talent Solidify Air is ready to use.
Talent Condensate is ready to use.
Talent Psionic Fog is ready to use.
Anweth receives 3 healing from Something.
Anweth is no longer out of phase.
Something hits Anweth for (22 antimagic), 0 acid (0 total damage).
Your shield crumbles under the damage!
The psionic shield around Anweth crumbles.
Anweth is recovering from the damage!
Anweth is dazed!
Anweth starts to bleed.
Anweth is not dazed anymore.
Anweth speeds up.
Something hits Anweth for (28 flat reduction), (70 absorbed), 371 physical (371 total damage).
Bleeding from Mayeta the corrupted protoplasmic controller hits Anweth for (28 flat reduction), 113 physical (113 total damage).
Anweth receives 1 healing from Something.
Something hits Anweth for (27 antimagic), 0 acid (0 total damage).
Anweth is dazed!
Anweth is not dazed anymore.
Something hits Anweth for (28 flat reduction), 203 physical (203 total damage).
Bleeding from Mayeta the corrupted protoplasmic controller hits Anweth for (28 flat reduction), 113 physical (113 total damage).
Anweth the level 31 halfling psyshot was raked to death by Mayeta the corrupted protoplasmic controller on level 1 of The Godfeaster.
Anweth deactivates her cloak's restoration systems.



















































































































