









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. 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. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. 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. 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. 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 | Archmage |
| Level / Exp | 15 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 19th Dusk 122nd year of Ascendancy at 16:33 / 1 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 28 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 41 (base 41) |
| Willpower | 32 (base 32) |
| Cunning | 13 (base 11) |
Resources
| Life | -257/420 |
| Mana | 79/208 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 16.398193884571 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.851795037758% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 23 |
| Crit Chance | 2% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Lightning | +33% |
| Mind | +9% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +50% |
| Mind | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 22.413408721348 (66.666666666667%) |
| Defense | 15 |
| Ranged Defense | 24 |
| Fatigue | 2 |
| Physical Save | 19 |
| Spell Save | 30 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 33%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 56%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 41% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 175 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 67 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Shielding |
| talent | Feather Wind |
| beneficial effect | The target has 13 increased life regeneration. Recovery |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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
| On feet | Balildil the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +2% Resists +3% darkness Poison- +10% Confus- +20% Stun/Frz- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Abyssbraze2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% temporal +3% fire Mind.save +3 (+2 eff.) Max.HP +100.00 ---------- 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. |
| On head | rough leather cap 'Nimbusraven' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% mind Res.pen +5% mind Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +5% cold ---------- misc Breathe water A cap made of leather. |
| Tool | Arcmistress (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +12% nature Res.pen +15% lightning Acc +4 (+2 eff.) ----- def ----- Resists +3% nature +6% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +21% Rings can have magical properties. |
| On fingers | Xereth the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 0 ----- def ----- Resists +6% lightning +3% cold +3% mind +3% temporal HP.reg +2.00 Stun/Frz- +21% Rings can have magical properties. |
| Around waist | Thunderbearer1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning Melee Ret 2 lightning ----- def ----- Resists +3% lightning Max.HP +30.00 A belt that goes around your waist. |
| In main hand | Penitence (15-18 power, 4 apr, lightning element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | hardened leather gloves 'Bethyra' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +3% mind Die.at -20.00 life HP.reg +1.00 Pinning- +20% ---------- misc Stam/turn +0.50 Max.stam +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Blazeblood the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning Melee Ret 4 blight ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +3% blight +16% cold ---------- misc Light +2 A suit of armour made of mail. |
| Cloak | Snowvile (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +9% light Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
Inventory
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
Shadowmortal0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +3% darkness Res.pen +15% lightning +10% acid On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Resists +20% nature Rings can have magical properties. |
Blackusher the elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +21.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Apr +2 On Hit (Melee): * 10% chance to reduce damage dealt by 0% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bodas (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +6% Phys.pwr +6 (+3 eff.) Spell.pwr +16 (+6 eff.) S.pwr/crit +5 Dmg.mod +20% lightning +3% temporal +12% mind Res.pen +10% mind Acc +8 (+4 eff.) Melee Ret 2 temporal ---------- misc Mana/turn +0.16 Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen robe of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashbliss (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 2 light 2 cold ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +12% cold Max.HP +25.00 ---------- misc Light +1 A suit of armour made of mail. |
Lisylrada the Blastwill1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Resists +3% blight +3% fire +3% darkness HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Relgogachik'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +3% acid Crit.dmg- 10.00% Max.HP +32.00 A belt that goes around your waist. |
linen cloak 'Arthobar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +4 Con dps ---------- Mind.crit +2% Melee Ret 2 mind ----- def ----- 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. |
Nimbusslice the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% darkness +5% arcane Disease- +10% A pair of boots made of leather. |
Zerusin (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +18% arcane ----- def ----- Armour +7 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.hate +4.00 Infravis +2 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 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Noonedge (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Apr +3 ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) Spell.save +3 (+1 eff.) Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Treedredge (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% Dmg.mod +6% nature Melee Ret 2 physical ----- def ----- Resists +2% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of clear mind 'Unrurain' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+3 eff.) ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Max.stam +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% 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 Archmage level 10
3rd Flare 122nd year of Ascendancy at 12:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dangdle the Skeleton Archmage level 15
19th Dusk 122nd year of Ascendancy at 06:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dangdle the Skeleton Archmage level 14
5th Dusk 122nd year of Ascendancy at 08:38 see stats
Log
Geyatha the umber hulk uses Shoot Down.
Geyatha the umber hulk shoots down 'Dangdle's Shock'!
Geyatha the umber hulk shoots!
Talent Chain Lightning is ready to use.
Thunderstorm hits Geyatha the umber hulk for 23 lightning damage.
Dangdle receives 47 healing from Temporal Restoration Field.
Geyatha the umber hulk's Shoot performs a ranged critical strike against Dangdle!
Dangdle is crippled.
Geyatha the umber hulk's Shoot hits Dangdle for 164 physical, 12 physical (176 total damage).
Dangdle casts Rune: Shatter Afflictions.
Dangdle is not crippled anymore.
A shield forms around Dangdle.
Dangdle casts Nova.
Geyatha the umber hulk shoots!
The fabric of time around Dangdle returns to normal.
Dangdle's spell attains critical power!
Talent Lightning is ready to use.
Thunderstorm hits Geyatha the umber hulk for 28 lightning damage.
Your shield crumbles under the damage!
The shield around Dangdle crumbles.
Dangdle is knocked back!
Geyatha the umber hulk's Shoot hits Dangdle for (67 absorbed), 38 physical, 12 physical, 84 physical (134 total damage).
Something hits Dangdle for 252 lightning damage.
Dangdle the level 15 skeleton archmage was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Dangdle deactivates Feather Wind.
Dangdle deactivates Shielding.
Dangdle has finished recovering.
Dangdle deactivates Thunderstorm.
The furious lightning storm around Dangdle calms down and disappears.














































































