










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality 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. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. Quick Drown NPCs AOE 1.5.10 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 21 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Aruna the copperhead snake at level 12 on the 43rd Dusk 122nd year of Ascendancy at 16:20 1 / 4Killed by Eilinuldamina the giant red ant at level 19 on the 63rd Regrowth 123rd year of Ascendancy at 11:21 Killed by Nerilratta the shadowblade at level 20 on the 67th Regrowth 123rd year of Ascendancy at 18:56 Killed by temporal stalker at level 20 on the 67th Regrowth 123rd year of Ascendancy at 20:16 |
Primary Stats
| Strength | 60 (base 43) |
| Dexterity | 73 (base 50) |
| Constitution | 10 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 24 (base 12) |
Resources
| Life | 545/545 |
| Stamina | 96/96 |
| Healing Factor | 1.15 |
| Regeneration | 4.8874999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 56 |
| Crit Chance | 12% |
| APR | 26 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +12% |
| Temporal | +12% |
| Arcane | +6% |
| Darkness | +18% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +30% |
| Light | +20% |
| Temporal | +35% |
Defense: Base
| Armour (hardiness) | 32.335093952971 (48.103448275862%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 2 |
| Physical Save | 39 |
| Spell Save | 28 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Light | + 3%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Darkness | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 299 damage for 4 turns. Its effects scale with your Strength stat. |
| 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 309 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Aim |
| talent | Venomous Ammunition |
| talent | Intuitive Shots |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%. Concealment |
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 4 of Old Forest) | 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 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 have explored the Sandworm Lair and vanquished their Queen. * 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. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found out that because the ritual was constructed to make you appear as human, it failed to bind you to the Necromancer. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lustrebreaker (14 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +12 (+6 eff.) ----- def ----- Armour +3 Defense +14 (+5 eff.) Fatigue +3% Heal/summ +20 ---------- misc Light +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | quiver of yew arrows 'Lorerodor' (22/22, 36-50.4 power, 18 apr)3.0 T3 arrow ammo [Random Unique] Master/Psionic Power 36.0 - 50.4 Acid Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +8.0% Capacity 22 Proj.spd +200% Ranged+ +17 mind +29 darkness Against +8% Living On Hit.r1 +8 acid On Crit.r2 +8 acid On Hit: * 20% chance to torment the target Arrows are used with bows to pierce your foes to death. |
| Light source | Polileta2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% acid +5% arcane Phys.save +6 (+2 eff.) Spell.save +12 (+6 eff.) Max.HP +44.00 ---------- misc Light +2 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 | Prismvortex the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% nature +20% light Melee Ret 12 nature 8 light ----- def ----- Armour +3 Fatigue +3% Resists +3% light Phys.save +17 (+6 eff.) A cap made of leather. |
| Tool | steel torque of kinetic psionic shield 'Delochik' [power 45] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Uledar the Jettrencher0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +12% temporal Res.pen +20% darkness +20% temporal Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 148% 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. |
| Around waist | noble's hardened leather belt of shielding1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 D.Red.from +15% Summoned Create a temporary shield that absorbs 221 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
| On hands | restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 HP.reg +1.90 ---------- misc Stam/turn +0.80 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Mind.save +11 (+5 eff.) Max.HP +58.00 HP.reg +2.10 Heal.mod +15% A suit of armour made of mail. |
| Cloak | cashmere cloak 'Eclipsebutcher' (10 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness +6% lightning Res.pen +10% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +7 Defense +10 (+4 eff.) Resists +18% darkness Phys.save +11 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save +13 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
acid wave rune of the warrior (135 acid damage; disarm 5 turns with power 50)0.1 T2 rune scroll [Ego] 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 unleash a wave of acid in a cone of radius 6, doing 135.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 50 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (53 cold damage; freeze 3 turns with power 29)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 53.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 29 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
titan's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
yew longbow of recursion4.0 T3 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
psychokinetic quiver of elm arrows (19/19, 13-18.2 power, 5 apr)3.0 T1 arrow ammo [Ego] Psionic Power 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 Ranged+ +24 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Smolderoath' (17/17, 13-18.2 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +12 lightning +16 fire +32 acid On Hit.r1 +12 acid On Crit.r2 +9 lightning Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (17/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of erosion (21/21, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +15 temporal +11 nature +11 bleed On Crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Arrows are used with bows to pierce your foes to death. |
arcing quiver of yew arrows (23/23, 34-47.6 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 23 Ranged+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows of crippling (21/21, 31-43.4 power, 10 apr)3.0 T3 arrow ammo [Ego++] Master/Psionic Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +11.0% Capacity 21 Ranged+ +12 darkness Against +15% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Belydig the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +9% cold +8% fire +3% physical Die.at -40.00 life Heal/summ +30 A belt that goes around your waist. |
linen cloak 'Barablek' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Res.pen +5% physical Acc +4 (+1 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +9% temporal Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isadann the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane Phys.save +11 (+4 eff.) Spell.save +3 (+2 eff.) Mind.save +12 (+6 eff.) Silence- +15% Stun/Frz- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Arura' (6 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Crit.mult +9.00% Res.pen +5% physical ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) HP.reg +1.10 Heal/summ +20 ---------- misc Stam/turn +0.60 Max.stam +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Scaldwhisper' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +9% physical Res.pen +5% fire +15% physical Apr +6 ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.stam +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe 'Isuta' (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +5% physical Acc +4 (+1 eff.) Melee Ret 8 acid ----- def ----- Max.HP +21.00 ---------- misc Max.stam +31.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xanayana (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +10 Resists +7% fire +7% darkness +9% cold Disarm- +10% Knockbk- +10% ---------- misc Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bokarekhan the Skeleton Archer level 7
4th Mirth 122nd year of Ascendancy at 18:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bokarekhan the Skeleton Archer level 18
45th Regrowth 123rd year of Ascendancy at 21:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bokarekhan the Skeleton Archer level 10
8th Flare 122nd year of Ascendancy at 13:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bokarekhan the Skeleton Archer level 20
66th Regrowth 123rd year of Ascendancy at 16:41 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bokarekhan the Skeleton Archer level 18
20th Regrowth 123rd year of Ascendancy at 17:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bokarekhan the Skeleton Archer level 7
2nd Summertide 122nd year of Ascendancy at 23:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bokarekhan the Skeleton Archer level 7
1st Flare 122nd year of Ascendancy at 18:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bokarekhan the Skeleton Archer level 21
72nd Regrowth 123rd year of Ascendancy at 03:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bokarekhan the Skeleton Archer level 15
58th Dusk 122nd year of Ascendancy at 14:39 see stats
Log
You gain 2.84 gold from the transmogrification of thought-forged steel steamsaw of cold resistance (+18%) (12-18 power, 8 apr).
You gain 2.83 gold from the transmogrification of creative thorny mindstar of balance (8-8.8 power, 24 apr, nature damage).
You gain 4.52 gold from the transmogrification of creative vined mindstar of sand (5.5-6.05 power, 18 apr, nature damage).
You gain 19.83 gold from the transmogrification of dwarven-steel dagger 'Hettironik' (19-24.7 power, 7 apr).
You gain 2.49 gold from the transmogrification of steel dagger of vileness (12.5-16.25 power, 6 apr).
You gain 2.78 gold from the transmogrification of balanced steel dagger of massacre (16.5-21.45 power, 6 apr).
You gain 3.26 gold from the transmogrification of insidious dwarven-steel waraxe of dampening (20.5-28.7 power, 4 apr).
You gain 1.24 gold from the transmogrification of flaming steel waraxe (13.5-18.9 power, 3 apr).
You gain 4.22 gold from the transmogrification of truestriking dwarven-steel mace of amnesia (26-36.4 power, 4 apr).
You gain 2.13 gold from the transmogrification of dwarven-steel mace of erosion (29-40.6 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (28.5-39.9 power, 4 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr).
You gain 1.91 gold from the transmogrification of chilling dwarven-steel greatsword (33.5-53.6 power, 2 apr).
You gain 7.76 gold from the transmogrification of infernal yew magestaff of power (20-24 power, 4 apr, arcane element).
You gain 10.16 gold from the transmogrification of Earesta the Blazewilter (23-27.6 power, 4 apr, acid element).
You gain 1.88 gold from the transmogrification of ash vilestaff of might (15-18 power, 3 apr, fire element).
You gain 1.90 gold from the transmogrification of ash magestaff of might (15-18 power, 3 apr, fire element).
You gain 2.25 gold from the transmogrification of vision rune of the warrior (radius 10; dur 14; see undead).
You gain 1.30 gold from the transmogrification of biting gale rune (39 cold damage; freeze 3 turns with power 21).
You gain 2.00 gold from the transmogrification of phase door rune of the titan (range 5; power 17; dur 4).
There is a A mysterious hole in the beach 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.
Ran for 2 turns (stop reason: saving).
Saving game...
Saving done.
Bokarekhan deactivates Aim.
Bokarekhan deactivates Concealment.
Bokarekhan deactivates Intuitive Shots.
Bokarekhan deactivates Venomous Ammunition.




















































































