










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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!) 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 26 / 98% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 2 on the 76th Pyre 122nd year of Ascendancy at 16:37 / 42Killed by rogue at level 2 on the 76th Pyre 122nd year of Ascendancy at 17:09 Killed by rogue at level 2 on the 76th Pyre 122nd year of Ascendancy at 17:34 Killed by forest troll at level 2 on the 76th Pyre 122nd year of Ascendancy at 20:52 Killed by skeleton mage at level 2 on the 77th Pyre 122nd year of Ascendancy at 02:02 Killed by Prox the Mighty at level 3 on the 77th Pyre 122nd year of Ascendancy at 22:42 Killed by Prox the Mighty at level 3 on the 77th Pyre 122nd year of Ascendancy at 23:29 Killed by Prox the Mighty at level 3 on the 78th Pyre 122nd year of Ascendancy at 00:19 Killed by Xevea the giant spider at level 9 on the 19th Dusk 122nd year of Ascendancy at 16:14 Killed by Glorevena the multi-hued drake at level 13 on the 41st Dusk 122nd year of Ascendancy at 09:46 Killed by Glorevena the multi-hued drake at level 13 on the 41st Dusk 122nd year of Ascendancy at 13:24 Killed by Glorevena the multi-hued drake at level 13 on the 41st Dusk 122nd year of Ascendancy at 14:27 Killed by multi-hued drake hatchling at level 13 on the 41st Dusk 122nd year of Ascendancy at 21:35 Killed by multi-hued drake hatchling at level 13 on the 42nd Dusk 122nd year of Ascendancy at 00:40 Killed by Belolle the multi-hued drake hatchling at level 13 on the 42nd Dusk 122nd year of Ascendancy at 06:55 Killed by multi-hued drake hatchling at level 13 on the 42nd Dusk 122nd year of Ascendancy at 11:20 Killed by multi-hued drake hatchling at level 14 on the 43rd Dusk 122nd year of Ascendancy at 01:48 Killed by Eilinulenne the Guardian at level 16 on the 65th Dusk 122nd year of Ascendancy at 22:41 Killed by saw horror at level 22 on the 70th Regrowth 123rd year of Ascendancy at 12:03 Killed by saw horror at level 23 on the 70th Regrowth 123rd year of Ascendancy at 16:58 Killed by saw horror at level 23 on the 71st Regrowth 123rd year of Ascendancy at 06:10 Killed by saw horror at level 23 on the 71st Regrowth 123rd year of Ascendancy at 07:34 Killed by Xobrelaith the bone giant at level 23 on the 25th Pyre 123rd year of Ascendancy at 21:31 Killed by Adenor the master vampire at level 23 on the 26th Pyre 123rd year of Ascendancy at 02:46 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 10:17 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 10:37 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 11:30 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 12:18 Killed by Chronolith Clone at level 25 on the 40th Pyre 123rd year of Ascendancy at 12:49 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 14:08 Killed by Chronolith Twin at level 25 on the 40th Pyre 123rd year of Ascendancy at 14:58 Killed by elven cultist at level 26 on the 51st Pyre 123rd year of Ascendancy at 07:57 Killed by elven corruptor at level 26 on the 51st Pyre 123rd year of Ascendancy at 09:18 Killed by elven guard at level 26 on the 51st Pyre 123rd year of Ascendancy at 17:14 Killed by Mayywen the elven cultist at level 26 on the 52nd Pyre 123rd year of Ascendancy at 07:53 Killed by Mayywen the elven cultist at level 26 on the 52nd Pyre 123rd year of Ascendancy at 08:31 Killed by elven guard at level 26 on the 52nd Pyre 123rd year of Ascendancy at 11:40 Killed by Zubukira the ogre guard at level 26 on the 52nd Pyre 123rd year of Ascendancy at 15:37 Killed by elven corruptor at level 26 on the 52nd Pyre 123rd year of Ascendancy at 16:22 Killed by elven cultist at level 26 on the 52nd Pyre 123rd year of Ascendancy at 17:25 Killed by elven cultist at level 26 on the 52nd Pyre 123rd year of Ascendancy at 19:45 Killed by Reaper at level 26 on the 52nd Pyre 123rd year of Ascendancy at 19:50 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 12) |
Dexterity | 61 (base 49) |
Constitution | 46 (base 12) |
Magic | 12 (base 12) |
Willpower | 24 (base 20) |
Cunning | 60 (base 48) |
Resources
Life | 668/668 |
Stamina | 210/210 |
Steam | 100/100 |
Healing Factor | 1.39 |
Regeneration | 7.8535 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Barehand
Damage | 75 |
Accuracy | 51 |
Crit Chance | 20% |
APR | 9 |
Speed | 0.80 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Mind | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (55.629139072848%) |
Defense | 35 |
Ranged Defense | 36 |
Fatigue | 7 |
Physical Save | 38 |
Spell Save | 17 |
Mental Save | 34 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 5%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 10%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 5%( 70%) |
Nature | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 52% |
Pinning Resistance | 56% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 81% efficiency and cooldown mod of 58%. |
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 80% efficiency and cooldown mod of 50%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Automation | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Finishing moves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% ---------- misc Infravis +2 Talents +2 Rocket Boots A pair of boots made of leather. |
On hands | ![]() 1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +3.0% Atk.spd 167% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +6 Cun +6 Con ----- def ----- Armour +7 Fatigue +3% Resists +3% physical Phys.save +12 (+5 eff.) Mind.save +9 (+5 eff.) Max.HP +40.00 Heal.mod +10% Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +27% Pinning- +26% Knockbk- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% acid Acc +8 (+2 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets can have magical properties. |
Main armor | ![]() 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Hardiness +20% Defense +2 (+1 eff.) Fatigue +10% Resists +18% lightning HP.reg +3.40 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +5% nature +5% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Fatigue -4% Resists +6% acid +6% blight Stealth +6 ---------- misc T.Disarm +6 Max.enc +10 Infravis +3 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+5 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light Against +10% Undead Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 acid +8 light Against +16% Undead On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +13 fire While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +8% temporal Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Nature Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +20 cold +6 nature +5 temporal Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Equi/ret +1.10 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. |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +16 blight On Hit: * 40% chance to cause random gloom * 5% chance to disease Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) On Melee Ret: * 13% chance to daze at end of turn ----- def ----- Armour +4 Defense +12 (+5 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical Res.pen +10% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 94 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego] Disrupt Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Ranged+ +10 nature On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Arcane Power 35.0 - 42.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.0% Capacity 48 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +6% acid +11% physical +12% fire +7% cold +6% lightning A suit of armour made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +29 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 133.67 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Melee+ 9 darkness Dmg.mod +6% darkness +6% light ----- def ----- Armour +2 Resists +8% darkness ---------- misc Vim/s.crit +2.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Phasing +30% On Hit: * 6% chance to inflict 15% damage reduction * 40% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +7 (+4 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.19 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Melee+ +7 arcane On Hit: 10% Elemental Bolt 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +2 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. |
![]() 0.0 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
potent healing salve [power 137] potent healing salve [power 137]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 50% cooldown modifier. Heal 137 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 12] powerful frost salve [power 12]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Dex +6 Mag +1 Wil dps ---------- Spell.crit +5% Mind.crit +1% ----- def ----- Fatigue -6% ---------- misc Max.mana +23.00 See.Invis +9 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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
By Reaper the Cornac Adventurer level 23
72nd Regrowth 123rd year of Ascendancy at 09:04 see stats
By Reaper the Cornac Adventurer level 18
36th Regrowth 123rd year of Ascendancy at 16:06 see stats
By Reaper the Cornac Adventurer level 16
4th Haze 122nd year of Ascendancy at 15:35 see stats
By Reaper the Cornac Adventurer level 17
3rd Decay 122nd year of Ascendancy at 10:00 see stats
By Reaper the Cornac Adventurer level 23
72nd Regrowth 123rd year of Ascendancy at 08:20 see stats
By Reaper the Cornac Adventurer level 10
20th Dusk 122nd year of Ascendancy at 02:24 see stats
By Reaper the Cornac Adventurer level 20
41st Regrowth 123rd year of Ascendancy at 22:24 see stats
By Reaper the Cornac Adventurer level 17
43rd Haze 122nd year of Ascendancy at 14:10 see stats
By Reaper the Cornac Adventurer level 23
72nd Regrowth 123rd year of Ascendancy at 09:04 see stats
By Reaper the Cornac Adventurer level 12
33rd Dusk 122nd year of Ascendancy at 11:12 see stats
By Reaper the Cornac Adventurer level 23
72nd Regrowth 123rd year of Ascendancy at 09:04 see stats
By Reaper the Cornac Adventurer level 16
65th Dusk 122nd year of Ascendancy at 00:02 see stats
By Reaper the Cornac Adventurer level 14
45th Dusk 122nd year of Ascendancy at 04:56 see stats
By Reaper the Cornac Adventurer level 16
64th Dusk 122nd year of Ascendancy at 07:50 see stats
By Reaper the Cornac Adventurer level 24
36th Pyre 123rd year of Ascendancy at 10:33 see stats
Log
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Reaper throws a wild haymaker!
Reaper misses Something.
Elven elite warrior misses Reaper.
Elven corruptor casts Bone Spear.
Elven corruptor's spell attains critical power!
Reaper starts to bleed.
Reaper is invigorated by the attack!
Something misses Reaper.
Elven corruptor hits Reaper for (13 resist armour), 280 physical (280 total damage).
Thunderstorm hits Reaper for (13 resist armour), 20 lightning (20 total damage).
Reaper is invigorated by the attack!
Reaper is invigorated by the attack!
Weakness Disease from Elven cultist hits Reaper for (13 resist armour), 35 blight (35 total damage).
Decrepitude Disease from Elven cultist hits Reaper for (13 resist armour), 30 blight (30 total damage).
Reaper the level 26 cornac adventurer was diseased to death by an elven cultist on level 4 of Dark crypt.
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Reaper is free from the decrepitude disease.
Reaper is free from the weakness disease.
Reaper is no longer attuned.
Reaper deactivates Striking Stance.
Reaper stops bleeding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Decrepitude Disease from Elven cultist killed Reaper!
--------------------------------
Saving done.
Saving game...