






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This 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. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Grove Keeper 1.6.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Miscellaneous QOL Pack 1.6.0 Schrödinger's Lore (Mark 2) 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Proper Possession 1.5.0
Frequently Asked Questions: Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Inferno Race Pack 1.4.0Adds a collection of my races. Revamped Anorithil 1.5.5 Items Vault 1.6.0Donators/Buyers bonus! Curse Levels 1.3.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Solar Gun Weapons 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Ashes of Urh'Rok 1.6.0Official 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:
White Monk 1.6.0Adds 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. Mage 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. Forbidden Cults 1.6.0Official 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.
Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Infinite Cat Points 1.4.0One Cat Point per level. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 10 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by snow cat at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:15 / 121Killed by human guard at level 1 on the 75th Pyre 122nd year of Ascendancy at 06:18 Killed by giant black ant at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:43 Killed by giant acid ant at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:13 Killed by giant acid ant at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:47 Killed by white ooze at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:00 Killed by orc warrior at level 4 on the 76th Pyre 122nd year of Ascendancy at 01:30 Killed by orc warrior at level 4 on the 76th Pyre 122nd year of Ascendancy at 03:07 Killed by giant venus flytrap at level 4 on the 76th Pyre 122nd year of Ascendancy at 05:06 Killed by orc warrior at level 4 on the 76th Pyre 122nd year of Ascendancy at 05:43 Killed by orc warrior at level 4 on the 76th Pyre 122nd year of Ascendancy at 07:33 Killed by gwelgoroth at level 4 on the 76th Pyre 122nd year of Ascendancy at 08:01 Killed by gwelgoroth at level 4 on the 76th Pyre 122nd year of Ascendancy at 09:46 Killed by black mamba at level 5 on the 76th Pyre 122nd year of Ascendancy at 10:18 Killed by black mamba at level 5 on the 76th Pyre 122nd year of Ascendancy at 10:43 Killed by rogue at level 5 on the 76th Pyre 122nd year of Ascendancy at 11:23 Killed by rogue at level 5 on the 76th Pyre 122nd year of Ascendancy at 11:55 Killed by mean looking elven guard at level 5 on the 76th Pyre 122nd year of Ascendancy at 14:16 Killed by mean looking elven guard at level 5 on the 76th Pyre 122nd year of Ascendancy at 14:36 Killed by apprentice mage at level 6 on the 76th Pyre 122nd year of Ascendancy at 16:44 Killed by apprentice mage at level 6 on the 76th Pyre 122nd year of Ascendancy at 18:33 Killed by giant venus flytrap at level 6 on the 76th Pyre 122nd year of Ascendancy at 20:25 Killed by fire imp at level 6 on the 76th Pyre 122nd year of Ascendancy at 21:36 Killed by midge swarm at level 6 on the 76th Pyre 122nd year of Ascendancy at 23:06 Killed by broken golem at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:17 Killed by broken golem at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:15 Killed by midge swarm at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:08 Killed by storm drake hatchling at level 6 on the 77th Pyre 122nd year of Ascendancy at 03:32 Killed by storm drake hatchling at level 6 on the 77th Pyre 122nd year of Ascendancy at 05:17 Killed by yaech mindslayer at level 7 on the 77th Pyre 122nd year of Ascendancy at 08:06 Killed by yaech mindslayer at level 7 on the 77th Pyre 122nd year of Ascendancy at 09:56 Killed by chitinous spider at level 7 on the 77th Pyre 122nd year of Ascendancy at 10:44 Killed by chitinous spider at level 7 on the 77th Pyre 122nd year of Ascendancy at 11:08 Killed by losgoroth at level 7 on the 77th Pyre 122nd year of Ascendancy at 12:05 Killed by degenerated skeleton warrior at level 7 on the 77th Pyre 122nd year of Ascendancy at 17:14 Killed by gwelgoroth at level 7 on the 77th Pyre 122nd year of Ascendancy at 18:19 Killed by giant venus flytrap at level 7 on the 77th Pyre 122nd year of Ascendancy at 19:09 Killed by skeleton warrior at level 7 on the 77th Pyre 122nd year of Ascendancy at 19:52 Killed by skeleton warrior at level 7 on the 77th Pyre 122nd year of Ascendancy at 20:44 Killed by black bear at level 7 on the 77th Pyre 122nd year of Ascendancy at 21:41 Killed by cutpurse at level 8 on the 78th Pyre 122nd year of Ascendancy at 01:17 Killed by cutpurse at level 8 on the 78th Pyre 122nd year of Ascendancy at 01:49 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 07:12 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 08:06 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 09:51 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 10:13 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 10:41 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 11:14 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 12:51 Killed by devourer at level 8 on the 78th Pyre 122nd year of Ascendancy at 13:35 Killed by quasit at level 8 on the 78th Pyre 122nd year of Ascendancy at 13:57 Killed by quasit at level 8 on the 78th Pyre 122nd year of Ascendancy at 14:54 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 15:31 Killed by devourer at level 8 on the 78th Pyre 122nd year of Ascendancy at 16:00 Killed by netherworm mass at level 8 on the 78th Pyre 122nd year of Ascendancy at 19:26 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 20:05 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 20:53 Killed by wretchling at level 8 on the 78th Pyre 122nd year of Ascendancy at 21:48 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 00:07 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 00:56 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 01:48 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 02:38 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 03:58 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 04:43 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 06:37 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 09:16 Killed by netherworm mass at level 9 on the 79th Pyre 122nd year of Ascendancy at 12:34 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 04:46 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 06:12 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 08:18 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 09:26 Killed by wretchling at level 9 on the 1st Mirth 122nd year of Ascendancy at 18:36 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 19:25 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 20:20 Killed by wretchling at level 9 on the 1st Mirth 122nd year of Ascendancy at 21:11 Killed by netherworm mass at level 9 on the 1st Mirth 122nd year of Ascendancy at 22:06 Killed by wretchling at level 9 on the 1st Mirth 122nd year of Ascendancy at 22:58 Killed by wretchling at level 9 on the 2nd Mirth 122nd year of Ascendancy at 00:13 Killed by wretchling at level 9 on the 2nd Mirth 122nd year of Ascendancy at 01:11 Killed by wretchling at level 9 on the 2nd Mirth 122nd year of Ascendancy at 02:50 Killed by wretchling at level 9 on the 2nd Mirth 122nd year of Ascendancy at 04:18 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 06:11 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 08:05 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 08:57 Killed by wretchling at level 10 on the 2nd Mirth 122nd year of Ascendancy at 09:47 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 10:41 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 11:31 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 12:28 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 13:39 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 14:30 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 15:23 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 16:15 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 17:05 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 18:05 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 19:01 Killed by dolleg at level 10 on the 2nd Mirth 122nd year of Ascendancy at 20:48 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 22:29 Killed by wretch titan at level 10 on the 2nd Mirth 122nd year of Ascendancy at 23:19 Killed by wretch titan at level 10 on the 3rd Mirth 122nd year of Ascendancy at 00:13 Killed by wretch titan at level 10 on the 3rd Mirth 122nd year of Ascendancy at 01:03 Killed by wretch titan at level 10 on the 3rd Mirth 122nd year of Ascendancy at 01:58 Killed by wretch titan at level 10 on the 3rd Mirth 122nd year of Ascendancy at 02:58 Killed by wretch titan at level 10 on the 3rd Mirth 122nd year of Ascendancy at 03:49 Killed by wretchling at level 10 on the 3rd Mirth 122nd year of Ascendancy at 05:07 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 07:49 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 08:51 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 11:42 Killed by netherworm mass at level 10 on the 3rd Mirth 122nd year of Ascendancy at 13:56 Killed by netherworm mass at level 10 on the 3rd Mirth 122nd year of Ascendancy at 15:21 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 18:35 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 20:24 Killed by dúathedlen at level 10 on the 3rd Mirth 122nd year of Ascendancy at 23:41 Killed by dúathedlen at level 10 on the 4th Mirth 122nd year of Ascendancy at 01:50 Killed by dúathedlen at level 10 on the 4th Mirth 122nd year of Ascendancy at 03:33 Killed by dúathedlen at level 10 on the 4th Mirth 122nd year of Ascendancy at 04:52 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 05:46 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 07:10 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 08:20 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 09:17 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 10:11 Killed by Eliriann the shivgoroth at level 10 on the 7th Mirth 122nd year of Ascendancy at 11:43 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 31 (base 31) |
| Willpower | 17 (base 17) |
| Cunning | 19 (base 18) |
Resources
| Life | 92/228 |
| Positive | 77/77 |
| Stamina | 144/144 |
| Negative | 77/77 |
| Healing Factor | 1.0764835164835 |
| Regeneration | 0.26912087912088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +4.1% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 17 |
| Crit Chance | 5% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 12% |
| Speed | 0.96061479346782 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (40.6%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 1 |
| Physical Save | 17 |
| Spell Save | 22 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Lightning | + 13%( 70%) |
| Cold | + 23%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 13%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Dark spells | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Lunar / Moonbeam | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Solar magic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Liminal / Eclipse | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Solargun training | 1.20 |
| 1/5 |
| 1/5 |
| Solar / Sunlight | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Liminal / Twilight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Liminal / Glory | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Liminal / Guile | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Liminal / Threshold | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Corona |
| talent | Glory |
| talent | Guile |
| talent | Jumpgate |
| talent | Yarrrr!! |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| On head | rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | thick cashmere cloak of Eldoral (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+2 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | iron greatsword (15.5-24.8 power, 1 apr)3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
medical injector implant (efficiency 88% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 82%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 73%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 89% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+9 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-6 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding steel amulet of mastery (0.10 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning Talent mastery: +0.10 Technique / Combat techniques Stun/Freeze immunity: +20% Amulets can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Punae's Blade (46-64.4 power, 4 apr)Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+28 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Skullcleaver (20-28 power, 4 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level.Shimmermaim (16-20.8 power, 7 apr) Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+7 eff.) Defense: +5 (+5 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +12% lightning Disease immunity: +10% Silence immunity: +10% Sharp, short and deadly. |
iron steamgunRequires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
SignalRequires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 125% Firing range: +7 Travel speed: +300% Damage conversion: 80% fire burn Attacks use: 2.0 Steam It can be used to activate talent Flare (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 8 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
timeworn solar battery(20/20, 12.5-15 power, 1 apr) timeworn solar battery(20/20, 12.5-15 power, 1 apr)0.00 Encumbrance. Type: ammo / battery ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Physical crit. chance: +2.0% Capacity: 20 Batteries are used to power Solar Guns. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 33.72 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gravity Boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +10 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
supercharged elm totem of stinging [power 90] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 90 nature damage over 7 turns and reducing their healing by 50%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Ay ay captain! (Exploration mode)
Turn into a pirate!By Chren the Cornac Adventurer level 9
1st Mirth 122nd year of Ascendancy at 09:00 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Chren the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 05:15 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Chren the Cornac Adventurer level 9
1st Mirth 122nd year of Ascendancy at 21:10 see stats
Log
Eliriann the shivgoroth's glacial vapour area effect hits Eliriann the shivgoroth for 1 cold, 5 healing (1 total damage) [5 healing].
Chren casts Searing Light.
Chren hits Eliriann the shivgoroth for 20 light damage.
Bleeding from Eliriann the shivgoroth hits Chren for 6 physical damage.
Eliriann the shivgoroth HEALS from cold damage!
Eliriann the shivgoroth's glacial vapour area effect hits Chren for 5 cold damage.
Eliriann the shivgoroth's glacial vapour area effect hits Eliriann the shivgoroth for 1 cold, 5 healing (1 total damage) [5 healing].
Chren casts Moonlight Ray.
Chren hits Eliriann the shivgoroth for 29 darkness damage.
Chren killed Eliriann the shivgoroth!
Bleeding from Eliriann the shivgoroth hits Chren for 6 physical damage.
Chren picks up (n.): Shimmermaim (16-20.8 power, 7 apr).
Bleeding from Eliriann the shivgoroth hits Chren for 6 physical damage.
Eliriann the shivgoroth hits Chren for 79 fire damage.
Talent Searing Light is ready to use.
Bleeding from Eliriann the shivgoroth hits Chren for 6 physical damage.
Chren uses Infusion: Healing.
Chren stops bleeding.
Chren receives 54 healing from Infusion: Healing.
Talent Moonlight Ray is ready to use.
Chren deactivates Corona.
Chren deactivates Yarrrr!!.
Chren deactivates Glory.
Chren deactivates Jumpgate.
Chren deactivates Guile.




































































