











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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.
Items Vault 1.7.6Donators/Buyers bonus! 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: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Showing Items Tier in Inventory 1.7.2This 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 Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 16 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Islorin the giant carpenter ant at level 16 on the 31st Haze 122nd year of Ascendancy at 10:04 4 / 1 |
Primary Stats
| Strength | 38 (base 21) |
| Dexterity | 40 (base 21) |
| Constitution | 37 (base 28) |
| Magic | 13 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 41 (base 27) |
Resources
| Life | 536/596 |
| Stamina | 178/178 |
| Healing Factor | 1.2041015905905 |
| Regeneration | 0.30102539764763 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 34.555455561842 |
| See Invisible | 37.555455561842 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 54 |
| Crit Chance | 28% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +3% |
| Light | +3% |
| Nature | +3% |
| Cold | +12% |
| Arcane | +3% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Cold | +20% |
| Mind | +20% |
| Lightning | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (35%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 15 |
| Physical Save | 29 |
| Spell Save | 10 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 18%( 70%) |
| Physical | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 423 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 111 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. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| beneficial effect | Parrying melee and ranged attacks: Has a 48% chance to deflect up to 14 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
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 AlchemistsUngrol 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 green worm. * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Ivubrelle the Chillreeve (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +6 Lck offense ------ Damage +6% cold defense ------ Armor +1 Resistance +15% cold +9% fire Stealth +6 other ------- See Invisibility +3 A pair of boots made of leather. |
| Light source | Ivassra2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ When Hit 6 physical defense ------ Defense +10 (+3 eff.) other ------- Stamina/turn +3.00 Light +5 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 | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Skullcracker +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Cuthiroddarak the dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +11.0% Spell Crit +10% Mind Crit +9% Critical power +8.00% When Hit 2 physical defense ------ Armor +6 Fatigue +3% Resistance +12% blight +3% temporal Unlife -40.00 life Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ivewen the iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +9% acid +1% physical Knockbk Resist +20% Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Scaldkill'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+3 eff.) Damage +12% fire Ignore resists +5% acid +5% fire When Hit 4 acid On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 Rings make your fingers look great! |
| On fingers | Lustrecast the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Resistance +6% blight +3% fire +9% light +5% arcane Life +20.00 Poison Resist +10% Disease Resist +20% Rings make your fingers look great! |
| Around neck | Duvahek0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +12.00% Ignore resists +20% mind Accuracy +6 (+2 eff.) Ignore Armor +12 defense ------ Defense +10 (+3 eff.) Resistance +6% light Silence Resist +20% Amulets make your neck look great! |
| In main hand | steel waraxe 'Glacierwrest' (104% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage While equipped: Stats +3 Str offense ------ Damage +6% cold +3% arcane +6% physical Ignore resists +5% cold Accuracy +5 (+2 eff.) One-handed war axes. |
| Around waist | Lustrewrecker the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light +3% nature Ignore resists +15% cold When Hit 6 light 2 cold defense ------ Resistance +5% lightning +6% temporal +9% light A belt that goes around your waist. |
| In off hand | steel dagger 'Thunderkarma' (115% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On Critical: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: offense ------ Mind Crit +1% Damage +3% lightning Ignore resists +5% lightning other ------- Max hate +4.00 Sharp, short and deadly. |
| Cloak | Balugrim the Flashwyrd (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Accuracy +10 (+4 eff.) defense ------ Defense +6 (+2 eff.) Resistance +6% light Life +30.00 other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 Blind Resist +40% Confus Resist +40% other ------- Infravision +3 Masteries +0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +5.00 Healmod +11% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 81.13 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (162). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Rhisastir (120% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +12 acid On Hit: * 10% chance to reduce armor by 21% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% defense ------ Resistance +5% arcane Sharp, long, and deadly. |
arcing steel waraxe of massacre (120% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage One-handed war axes. |
Cyribeth the steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +4 blight On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun offense ------ Physical Crit +6.0% Critical power +5.00% Physical Power +6 (+2 eff.) Accuracy +7 (+3 eff.) When Hit 6 mind defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
Brightwake (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +1 Cun +3 Mag offense ------ Damage +3% light defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid +6% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
hardened leather gloves 'Xobressra' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Wil +2 Con defense ------ Armor +2 Resistance +12% temporal Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +25% Knockbk Resist +10% other ------- Light +2 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Bethita' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% arcane When Hit 6 mind On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +1 Fatigue +1% other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aeritha (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% acid Accuracy +6 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 44% defense ------ Armor +2 Fatigue +3% Resistance +3% lightning +6% fire Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
227 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By not again, more the Skeleton Marauder level 10
8th Mirth 122nd year of Ascendancy at 06:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By not again, more the Skeleton Marauder level 5
3rd Mirth 122nd year of Ascendancy at 10:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By not again, more the Skeleton Marauder level 10
7th Flare 122nd year of Ascendancy at 22:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By not again, more the Skeleton Marauder level 15
29th Haze 122nd year of Ascendancy at 23:02 see stats
Log
From the brink of death you seem to be yanked to another plane.
Islorin the giant carpenter ant's Beyond the Flesh killed not again, more!
Saving game...
Saving done.
Resting starts...
Talent Disengage is ready to use.
Talent Dual Strike is ready to use.
Talent Bone Armour is ready to use.
Talent Rune: Blink is ready to use.
Talent Whirlwind is ready to use.
Talent Flurry is ready to use.
Talent Feint is ready to use.
Talent Skullcracker is ready to use.
Talent Heartseeker is ready to use.
Talent Dirty Fighting is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Rune: Shielding is ready to use.
Talent Vitality is ready to use.
Talent Rush is ready to use.
Talent Precise Strikes is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
Not again, more activates Chant of Fortitude.
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.






















































































