












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Items Vault 1.5.0Donators/Buyers bonus! White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Crystalist 1.5.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Dreamelf 1.5.5 Exile class 1.4.2Contains a new mage cass with talents from the Archmage and Necromancer class. Better Item Description 1.5.5This 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 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Crystalist |
| Level / Exp | 20 / 78% |
| Size | small |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 62nd Haze 122nd year of Ascendancy at 03:20 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 58 (base 48) |
| Cunning | 61 (base 44) |
Resources
| Life | -63/242 |
| Equilibrium | 53 |
| Psi | 192/313 |
| Healing Factor | 1.3283870967742 |
| Regeneration | 76.501812903227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104.52384042946% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 51 |
| Crit Chance | 27% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 51 |
| Crit Chance | 27% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Arcane | +21% |
| Cold | +21% |
| All | +9% |
| Darkness | +11% |
| Light | +9% |
| Mind | +20% |
| Lightning | +32% |
| Fire | +47% |
| Nature | +15% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +20% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 9 |
| Physical Save | 23.14 |
| Spell Save | 34.69 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Cold | + 7%( 70%) |
| All | -6%( 70%) |
| Darkness | + 5%( 70%) |
| Light | 0%( 70%) |
| Temporal | -1%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 12% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 13% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Sorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Crystalism | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Crystalline attacks | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Solipsism | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Psionic / Feedback | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Elemental Harmony |
| talent | Acuminate |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+5% global speed). Clarity |
| beneficial effect | A flow of life spins around the target, regenerating 51.44 life per turn. Regeneration |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Increases all stats by 1. Elemental Harmony |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Adida the copperhead snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 33. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | thought-forged dwarven-steel greatmaul of massacre (163% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 163% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 mind On Hit: * 21% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil Massive two-handed mauls. |
| Quiver | garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +9% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 145.82 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Light source | alchemist's lamp 'Sparklore'1.0 T3 lite [Rare] Master While equipped: Stats +6 Str +2 Mag dps ---------- Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Crit.dmg- 15.00% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 50% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | Yvetha (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature +9% acid Melee Ret 20 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% nature +12% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Spell.save +12 (+5 eff.) ---------- misc Max.stam +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | steel amulet 'Marduledas'0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil +1 Con +7 Lck dps ---------- Mind.pwr +7 (+1 eff.) Acc +6 (+2 eff.) Apr +2 ----- def ----- Defense +7 (+3 eff.) Resists +12% lightning +6% light Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Unseen.red 11% Confus- +13% Stun/Frz- +23% Amulets can have magical properties. |
| In main hand | Eremachik the Searwither (100% power, 43 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 100% Range: 1.1x Uses 72% Wil, 36% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +43 Crit +3.5% Atk.spd 100% Melee+ +8 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+2 eff.) Dmg.mod +4% acid +6% fire Melee Ret 16 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% fire ---------- misc Equi/ret +1.10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) ----- def ----- Resists +6% lightning +5% temporal Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Poloma the thorny mindstar (96% power, 43 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 96% Range: 1.1x Uses 72% Wil, 36% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +43 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+2 eff.) Dmg.mod +15% acid +11% mind +2% darkness Res.pen +10% mind Melee Ret 7 mind 4 darkness ----- def ----- Resists +6% acid Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold Spell.save +6 (+2 eff.) Mind.save +5 (+2 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 | troll-hide cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +30.00 HP.reg +5.90 Heal.mod +10% A suit of armour made of leather. |
Inventory
wild infusion of the sneak (resist 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (382.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 416.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 236 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +15% mind Confus- +24% Amulets can have magical properties. |
steel amulet 'Skyrupture'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Die.at -80.00 life Max.HP +20.00 Heal.mod +20% Amulets can have magical properties. |
steel amulet of soulsearing0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +6 (+5 eff.) Dmg.mod +6% blight +5% fire Amulets can have magical properties. |
Bethotha the Glimmeredge4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +6 lightning On Hit.r1 +6 light While equipped: dps ---------- Dmg.mod +9% lightning +12% light ----- def ----- Resists +6% light +9% fire ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
steel waraxe of massacre (124% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 124% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) ---------- misc Masteries +0.20 Psionic/Crystalline attacks Send out a range 5 beam of kinetic energy, dealing 47.67 to 59.59 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Elewyn the Sun's kiss (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Dex +6 Wil +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% fire ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +18% darkness ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Radholach (2 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+0 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +6% mind Blind- +15% Confus- +20% Stun/Frz- +5% Knockbk- +10% ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
122 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 Secondary Damage Type: Arcane + silence for 5 turns This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
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. |
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. |
webbed ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Rizwell the Halfling Crystalist level 14
33rd Haze 122nd year of Ascendancy at 15:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rizwell the Halfling Crystalist level 12
19th Dusk 122nd year of Ascendancy at 23:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rizwell the Halfling Crystalist level 17
44th Haze 122nd year of Ascendancy at 02:49 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rizwell the Halfling Crystalist level 17
44th Haze 122nd year of Ascendancy at 12:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rizwell the Halfling Crystalist level 10
1st Summertide 122nd year of Ascendancy at 02:36 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rizwell the Halfling Crystalist level 20
52nd Haze 122nd year of Ascendancy at 17:56 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rizwell the Halfling Crystalist level 12
56th Dusk 122nd year of Ascendancy at 06:20 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rizwell the Halfling Crystalist level 12
8th Haze 122nd year of Ascendancy at 15:50 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rizwell the Halfling Crystalist level 10
3rd Summertide 122nd year of Ascendancy at 11:22 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Rizwell the Halfling Crystalist level 16
40th Haze 122nd year of Ascendancy at 19:27 see stats
Log
Urkis, the High Tempest's Ice Shards hits Rizwell for (44 to psi shield), 20 to psi, 36 cold (56 total damage).
Rizwell receives 4 healing (3 psi heal) from Adsorption Shield.
Urkis, the High Tempest casts Nova.
Rizwell converts some damage to Psi!
Urkis, the High Tempest hits Rizwell for (44 to psi shield), 19 to psi, 33 lightning (52 total damage).
Thunderstorm hits Rizwell for (10 to psi shield), 0 lightning (0 total damage).
Adsorption Shield hits Rizwell for 4 healing (3 psi heal), 4 healing (3 psi heal) (0 total damage) [16 healing].
Rizwell uses Flash.
Rizwell receives 6 healing (5 psi heal).
Rizwell hits Urkis, the High Tempest for 47 fire, 38 cold, 5 lightning, 38 arcane, 7 fire, 5 cold, 1 lightning, 5 arcane (146 total damage).
--------------------------------
Urkis, the High Tempest stops surging mana.
Urkis, the High Tempest casts Shock.
Rizwell deflects the projectile from Urkis, the High Tempest to the north!
Thunderstorm hits Rizwell for (15 to psi shield), 0 lightning (0 total damage).
Rizwell receives 4 healing (3 psi heal) from Adsorption Shield.
Rizwell's conscious mind takes over.
Rizwell receives 6 healing (5 psi heal).
Rizwell uses Infusion: Wild.
Rizwell lessens the pain.
Rizwell uses Infusion: Regeneration.
Rizwell starts regenerating health quickly.
Rizwell hits Urkis, the High Tempest for 7 fire, 5 cold, 1 lightning, 5 arcane (18 total damage).
Rizwell resists!
Rizwell converts some damage to Psi!
Urkis, the High Tempest's Shock hits Rizwell for (29 to psi shield), 29 to psi, 51 lightning (79 total damage).
Rizwell receives 2 healing (2 psi heal) from Adsorption Shield.
Urkis, the High Tempest casts Lightning.
Saving game...










































































