








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Forbidden Cults 1.6.7Official 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.
Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 11 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Poriminne the bandit at level 11 on the 2nd Summertide 122nd year of Ascendancy at 02:58 / 1 |
Primary Stats
| Strength | 31 (base 13) |
| Dexterity | 31 (base 22) |
| Constitution | 24 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 35 (base 34) |
Resources
| Life | -99/417 |
| Stamina | 139/165 |
| Healing Factor | 1.2182474226804 |
| Regeneration | 4.5684278350515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +127.62976122938% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.508560162218 |
| See Invisible | 31.508560162218 |
Offense: Barehand
| Damage | 53 |
| Accuracy | 40 |
| Crit Chance | 4% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +3% |
| Fire | +9% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 7 (52.131147540984%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | -9 |
| Mental Save | 4 |
Defense: Resistances
| Cold | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Nature | + 11%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 9%( 70%) |
| Acid | + 9%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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: 18 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% 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
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| talent | Chant of Fortitude |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases global action speed by 28%. Reflexive Dodging |
| detrimental effect | The target has 18 reduced saves and defense, 14% reduced critical chance, and 3% chance to fail talent use. 9 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 37%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found out that because the ritual was constructed to make you appear as human, it failed to bind you to the Necromancer. | done |
Equipment
| Tool | Rhytontir the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str +1 Mag +1 Cun +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +9% acid ---------- misc Light +2 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On feet | Bregihor (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Main armor | Rainfiend the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +20 (+9 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% cold Max.HP +31.00 HP.reg +3.50 Heal.mod +11% A suit of armour made of leather. |
| On hands | Bethayata the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Melee+ 5 lightning Dmg.mod +3% lightning +3% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Cinderripper2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +9% fire Acc +10 (+4 eff.) Melee Ret 11 fire ----- def ----- Resists +6% fire Phys.save +3 (+3 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Murkwreath (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Defense +1 (+0 eff.) Resists +9% blight Phys.save +9 (+8 eff.) A pointy cloth hat, very wizardly... |
| Cloak | linen cloak 'Gorodunarab' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Wil +5 Con dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
Bokeyahor the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold Crit.dmg- 15.00% Mind.save +3 (+3 eff.) Blind- +10% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 6.75 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +15% lightning +10% light +10% darkness A suit of armour made of leather. |
Hanigund the Unlightscar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +9% darkness Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Defense +1 (+0 eff.) Spell.save +3 (+3 eff.) Max.HP +32.00 ---------- misc Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarrukaltholdir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +5 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +7 (+7 eff.) HP.reg +4.00 Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Floestalker' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) Dmg.mod +6% cold Melee Ret 8 cold ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bloomnoon (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 Max.psi +30.00 A pair of boots made of leather. |
pair of rough leather boots 'Glarehue' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% temporal Melee Ret 4 blight ----- def ----- Armour +1 Resists +6% blight +3% temporal Stealth +6 ---------- misc Light +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +6 Apr +3 Crit +7.0% Atk.spd 125% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Xerydherin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +13% temporal ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% nature A pointy cloth hat, very wizardly... |
Daimurek (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Con dps ---------- Dmg.mod +3% physical +3% temporal Melee Ret 2 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Die.at -20.00 life ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gohor the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% blight Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Transmogrification Chest2.0 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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)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. |
evasive iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dangdle the Skeleton Brawler level 10
10th Mirth 122nd year of Ascendancy at 01:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dangdle the Skeleton Brawler level 9
9th Mirth 122nd year of Ascendancy at 06:01 see stats
Log
Dangdle hits Poriminne the bandit for 50 physical, 4 lightning (55 total damage).
Poriminne the bandit loses 9 health to the entropy.
Poriminne the bandit regains their concentration.
A void star appears around Poriminne the bandit.
Grappled from Dangdle hits Poriminne the bandit for 25 physical damage.
Poriminne the bandit casts Switch.
Dangdle has released the hold.
Poriminne the bandit regains their energy.
Poriminne the bandit is free from the grapple.
Talent Double Strike is ready to use.
Dangdle throws two quick punches.
Dangdle hits Poriminne the bandit for 69 physical, 4 lightning, 58 physical, 4 lightning (136 total damage).
Poriminne the bandit loses 9 health to the entropy.
Poriminne the bandit uses Dual Strike.
Dangdle is stunned!
Poriminne the bandit performs a melee critical strike against Dangdle!
Melee retaliation hits Poriminne the bandit for 10 fire, 4 fire (15 total damage).
Poriminne the bandit hits Dangdle for (7 flat reduction), 8 physical, (4 flat reduction), 0 light, (5 flat reduction), 0 darkness, (7 flat reduction), 18 darkness, (7 flat reduction), 54 physical, (7 flat reduction), 21 darkness (101 total damage).
Dangdle hits Poriminne the bandit for 21 physical, 2 lightning (23 total damage).
Poriminne the bandit loses 9 health to the entropy.
Poriminne the bandit casts Netherblast.
Dangdle speeds up.
Poriminne the bandit's Netherblast hits Dangdle for (7 flat reduction), 54 temporal (54 total damage).
Dangdle the level 11 skeleton brawler was temporally distorted to death by Poriminne the bandit on level 3 of Ruins of Kor'Pul.
Dangdle slows down.
Dangdle deactivates Striking Stance.
Dangdle is not stunned anymore.
Dangdle deactivates Chant of Fortitude.










































































