









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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: Items Vault 1.7.0Donators/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. 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. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear 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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Skeleton |
Class | Wanderer |
Level / Exp | 11 / 39% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 30) |
Dexterity | 55 (base 30) |
Constitution | 38 (base 30) |
Magic | 33 (base 30) |
Willpower | 32 (base 30) |
Cunning | 33 (base 30) |
Resources
Life | 1524/1524 |
Mana | 420/420 |
Stamina | 335/335 |
Psi | 222/222 |
Healing Factor | 1.5102122670884 |
Regeneration | 41.153284278158 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +50% |
Spell | +200% |
Global | +150% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 63.080975027988 |
See Invisible | 63.080975027988 |
Offense: Mainhand
Damage | 84 |
Accuracy | 64 |
Crit Chance | 11% |
APR | 75 |
Speed | 0.33 |
Offense: Offhand
Damage | 47 |
Accuracy | 64 |
Crit Chance | 13% |
APR | 77 |
Speed | 0.33 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 8% |
Speed | 0.33333333333333 |
Cooldown Reduction | 19.5 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 8% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Arcane | +20% |
Cold | +20% |
Physical | +20% |
Darkness | +20% |
Light | +34% |
Temporal | +20% |
Lightning | +20% |
Mind | +20% |
Fire | +20% |
Nature | +20% |
Offense: Damage Penetration
Acid | +20% |
Blight | +20% |
Arcane | +20% |
Cold | +20% |
Physical | +20% |
Darkness | +25% |
Light | +35% |
Temporal | +20% |
Lightning | +20% |
Mind | +20% |
Fire | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 93.381474180285 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 20 |
Physical Save | 76 |
Spell Save | 74 |
Mental Save | 73 |
Defense: Resistances
Acid | + 49%(100%) |
Blight | + 51%(100%) |
Arcane | + 41%(100%) |
Cold | + 55%(100%) |
All | + 27%(100%) |
Physical | + 41%(100%) |
Lightning | + 45%(100%) |
Light | + 64%(100%) |
Temporal | + 55%(100%) |
Mind | + 44%(100%) |
Darkness | + 51%(100%) |
Fire | + 49%(100%) |
Nature | + 44%(100%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced martial enchantments | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Power | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Psionic / Dream Forge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Insidious Poison |
talent | Forge Shield |
talent | Apply Poison |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Resistance +3% cold +3% mind +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 light Damage +4% light Ignore resists +15% light defense ------ Armor +1 Fatigue +1% Resistance +5% light +3% darkness Knockbk Resist +10% Unarmed combat: Weapon Damage 8.5 - 11.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On Hit: 20% Searing Light level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% temporal Life +60.00 Cut Resist +10% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex defense ------ Physical save +3 (+1 eff.) Unlife -60.00 life Blind Resist +20% other ------- Max stamina +10.00 Max hate +2.00 Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% light defense ------ Resistance +20% light Spell save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Resistance +3% blight +9% cold Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness +5% nature defense ------ Resistance +5% lightning +5% temporal +3% nature +6% cold Life Regen +4.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 23.0 - 29.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 mind On Hit: * 10% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% cold +10% light +10% darkness A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% temporal Mind save +11 (+2 eff.) A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+0 eff.) defense ------ Mind save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light +10% fire Ignore resists +5% acid When Hit 2 nature On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Defense +1 (+1 eff.) Resistance +15% fire A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Eilinelle the Skeleton Wanderer level 9
78th Pyre 122nd year of Ascendancy at 11:21 see stats
By Eilinelle the Skeleton Wanderer level 10
78th Pyre 122nd year of Ascendancy at 14:32 see stats
By Eilinelle the Skeleton Wanderer level 4
75th Pyre 122nd year of Ascendancy at 21:27 see stats
By Eilinelle the Skeleton Wanderer level 2
74th Pyre 122nd year of Ascendancy at 13:09 see stats
Log
You gain 3.56 gold from the transmogrification of balanced steel waraxe of erosion (13-18 power, 3 apr).
You gain 0.45 gold from the transmogrification of iron waraxe of massacre (17-24 power, 2 apr).
You gain 1.70 gold from the transmogrification of iron mace of daylight (12-16 power, 2 apr).
You gain 0.99 gold from the transmogrification of flaming iron mace (11-15 power, 2 apr).
You gain 3.12 gold from the transmogrification of flaming steel longsword of vileness (15-21 power, 3 apr).
You gain 3.08 gold from the transmogrification of thought-forged iron longsword of dampening (12-16 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron longsword (12-17 power, 2 apr).
You gain 5.02 gold from the transmogrification of Tideblack the iron longsword (12-17 power, 2 apr).
You gain 15.00 gold from the transmogrification of River's Fury (23-32 power, 8 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (27-43 power, 2 apr).
You gain 3.97 gold from the transmogrification of flaming dwarven-steel greatmaul of vileness (42-62 power, 2 apr).
You gain 1.20 gold from the transmogrification of arcing steel greatmaul of massacre (33-50 power, 2 apr).
You gain 5.13 gold from the transmogrification of Xoreda the Eclipseblood (27-40 power, 1 apr).
You gain 6.24 gold from the transmogrification of Gilamantir (14-21 power, 1 apr).
You gain 3.80 gold from the transmogrification of surging ash magestaff of paradox (15-18 power, 3 apr, cold element).
You gain 3.16 gold from the transmogrification of shimmering ash vilestaff of fate (15-18 power, 3 apr, fire element).
You gain 4.07 gold from the transmogrification of shimmering ash magestaff of warding (15-18 power, 3 apr, fire element).
You gain 6.16 gold from the transmogrification of Yarihad the elm starstaff (10-12 power, 2 apr, darkness element).
You gain 4.50 gold from the transmogrification of Viperire.
You gain 2.52 gold from the transmogrification of wizard's steel ring of arcana (+0.12/turn).
You gain 2.70 gold from the transmogrification of warrior's steel ring of perseverance.
You gain 1.16 gold from the transmogrification of insulating gold amulet of mastery (0.11 Spell / Advanced martial enchantments).
You gain 1.06 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 55; cd 16).
You gain 2.01 gold from the transmogrification of blink rune of the sneak (range 5; phase 14; cd 13).
You gain 1.50 gold from the transmogrification of blink rune (range 3; phase 10; cd 12).
You gain 2.02 gold from the transmogrification of movement infusion of the psychic (speed 554%; cd 15).
You feel very confident walking into this place.
Quest 'Infinite Dungeon Challenge (Level 5): Near Sighted' is done! (Press 'j' to see the quest log)
Eilinelle has received: +1 Generic Point.
Quest 'Infinite Dungeon Challenge (Level 5): Near Sighted' completed! (Press 'j' to see the quest log)