









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select your Escorts 1.5.0Allows 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. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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!) Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrothra the black crystal at level 19 on the 61st Dusk 122nd year of Ascendancy at 21:35 0 / 6Killed by war hound at level 19 on the 62nd Dusk 122nd year of Ascendancy at 09:55 Killed by Mayiriba the thief at level 20 on the 65th Dusk 122nd year of Ascendancy at 05:57 Killed by orc necromancer at level 21 on the 20th Regrowth 123rd year of Ascendancy at 03:13 Killed by Bemeril the thalore at level 21 on the 26th Regrowth 123rd year of Ascendancy at 09:03 Killed by Silolle the white ooze at level 21 on the 26th Regrowth 123rd year of Ascendancy at 18:30 |
Primary Stats
| Strength | 48 (base 42) |
| Dexterity | 10 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 56 (base 50) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/622 |
| Positive | 50/50 |
| Stamina | 147/168 |
| Steam | 100/100 |
| Healing Factor | 0.99005273566249 |
| Regeneration | 2.6236397495056 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +14.382268044771% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 14.805239081272 |
| See Invisible | 21.805239081272 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 35 |
| Crit Chance | 25% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 11% |
| Speed | 0.87426138429829 |
| Cooldown Reduction | 29.886182282383 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +3% |
| Light | +13% |
| Temporal | +12% |
| Physical | +4% |
| Arcane | +3% |
| Cold | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.434838062803 (89.180064308682%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 30 |
| Physical Save | 33 |
| Spell Save | 35 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 47%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 33%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 10%( 70%) |
| Darkness | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Poison Resistance | 25% |
| Blind Resistance | 74% |
| Silence Resistance | 23% |
| Bleed Resistance | 40% |
| Teleport Resistance | 15% |
| Disarm Resistance | 37% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 416% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 339% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.29 nature damage per turn and decreasing all heals received by 28%. Insidious Poison |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 14%, reducing spell cooldowns by 30%, and preventing damage over 69% of your maximum life from a single hit. Suncloak |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +3% Silence- +23% Confus- +20% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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 (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Radhufast'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane +11% cold Phasing +20% ----- def ----- Resists +22% cold Mind.save +6 (+3 eff.) Max.HP +42.00 HP.reg +0.80 Heal.mod +13% Rings can have magical properties. |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +0.80 Stun/Frz- +23% Rings can have magical properties. |
| Around waist | Nandur1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% temporal ----- def ----- Resists +9% darkness Crit.dmg- 15.00% Phys.save +11 (+6 eff.) Blind- +35% Cut- +25% Disarm- +15% Teleport- +15% A belt that goes around your waist. |
| In main hand | dwarven-steel battleaxe 'Bilemaster' (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 acid +20 darkness Against +20% Living On Hit.r1 +8 nature On Hit: * Slows global speed by 40% While equipped: Stats +4 Str +2 Mag dps ---------- Melee Ret 16 nature ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Massive two-handed battleaxes. |
| On hands | Shimmersun the iron gauntlets (3 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Melee+ 6 physical Dmg.mod +3% lightning +4% physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Resists +3% lightning HP.reg +0.80 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel plate armour of the dragon (4 def, 9 armour)17.0 T2 massive armor [Ego+] Nature While equipped: Stats +2 Str +2 Con ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% acid +7% physical +6% fire +7% cold +5% lightning Disarm- +22% Stun/Frz- +21% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Viperreeve (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 8 nature ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% acid +16% cold Spell.save +20 (+8 eff.) Blind- +25% Poison- +25% Cut- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Brightkiss the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Lck dps ---------- Dmg.mod +3% light Acc +7 (+3 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Defense +7 (+4 eff.) Resists +14% lightning +5% arcane Unseen.red 12% Blind- +14% Stun/Frz- +22% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 126% / cooldown 67%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Oledor the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +18% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% mind +15% acid Phys.save +12 (+6 eff.) Spell.save +14 (+6 eff.) Mind.save +15 (+7 eff.) Amulets can have magical properties. |
steel amulet 'Betyrin'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% acid +6% arcane Melee Ret 4 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -5% Resists +12% acid HP.reg +0.60 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Elann0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +3 Mag +3 Cun +10 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Melee Ret 4 physical ----- def ----- Phys.save +8 (+4 eff.) HP.reg +0.40 Rings can have magical properties. |
Elerann the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +14% lightning +6% mind Acc +10 (+4 eff.) Apr +8 ----- def ----- Defense +10 (+5 eff.) Resists +28% lightning Mind.save +10 (+5 eff.) Confus- +23% ---------- misc Psi/ret +0.08 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 89% 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. |
acidic stralite battleaxe of vileness (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 acid +27 blight On Hit: * 26% chance to disease On Crit: * splashes the target with acid Massive two-handed battleaxes. |
steel greatmaul 'Flashrazor' (36.5-54.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 36.5 - 54.8 Fire Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 17% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil dps ---------- Acc +7 (+3 eff.) Melee Ret 4 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+5 eff.) Disarm- +36% Massive two-handed mauls. |
Chamekhad (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil +2 Cun +3 Con dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +11 (+6 eff.) Resists +6% acid Phys.save +7 (+4 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Magmareek' (10 def, 6 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +6% fire Acc +4 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Rng.Def +9 (+5 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakvein the hardened leather gloves (0 def, 10 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +4 Mag +5 Wil dps ---------- Melee+ 8 physical Dmg.mod +5% physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Fatigue -4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Singeoath (8 def, 2 armour, 25-30 power, 75.5 block)7.0 T3 shield armor [Rare] Master When used to Attack: Power 25.0 - 30.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 Melee+ +8 fire On Hit.r1 +8 mind While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% mind +25% fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +24% fire Mind.save +30 (+12 eff.) ---------- misc Talents +3 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
239 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 343/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By blelm the Cornac Sun Paladin level 11
8th Flare 122nd year of Ascendancy at 07:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By blelm the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 08:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By blelm the Cornac Sun Paladin level 20
63rd Dusk 122nd year of Ascendancy at 23:56 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By blelm the Cornac Sun Paladin level 8
78th Pyre 122nd year of Ascendancy at 01:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By blelm the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 11:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By blelm the Cornac Sun Paladin level 17
34th Dusk 122nd year of Ascendancy at 21:18 see stats
Log
Betoda the gigantic gravity worm stops burning.
Betoda the gigantic gravity worm damages himself through Martyrdom!
Betoda the gigantic gravity worm's Beyond the Flesh hits blelm for 4 physical, 1 physical, 1 nature, 9 physical, 3 physical, 4 fire (21 total damage).
blelm hits Betoda the gigantic gravity worm for (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, (0 to psi shield), 0 nature, (17 to psi shield), 9 nature, (1 to psi shield), 0 physical, (0 to psi shield), 0 physical, 0 fire (10 total damage).
Blelm stops shining.
Talent Wave of Power is ready to use.
Talent Sun Ray is ready to use.
Betoda the gigantic gravity worm damages himself through Martyrdom!
Insidious Poison from Betoda the gigantic gravity worm hits blelm for 1 physical, 1 nature (1 total damage).
blelm hits Betoda the gigantic gravity worm for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Blelm casts Wave of Power.
Blelm casts Sun Ray.
Shadow resists the blinding light!
Gigantic corrosive tunneler resists the blinding light!
Silolle the white ooze resists the blinding light!
Betoda the gigantic gravity worm resists the blinding light!
blelm hits Betoda the gigantic gravity worm for 137 light damage.
Betoda the gigantic gravity worm damages himself through Martyrdom!
Betoda the gigantic gravity worm hits blelm for 12 physical, 17 mind, 9 physical, 3 physical, 4 fire, 9 physical, 3 physical, 4 fire (60 total damage).
Shadow hits blelm for 3 physical damage.
blelm hits Betoda the gigantic gravity worm for (1 to psi shield), 0 physical, 1 mind, (17 to psi shield), 9 nature, (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, 0 fire, (17 to psi shield), 9 nature, (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, 0 fire (20 total damage).
blelm hits Shadow for 23 nature damage.
Gigantic corrosive tunneler misses blelm.
Silolle the white ooze shoots!
Betoda the gigantic gravity worm's mark disappears.
Betoda the gigantic gravity worm damages himself through Martyrdom!
Betoda the gigantic gravity worm's Beyond the Flesh hits blelm for 5 physical, 1 physical, 1 nature, 9 physical, 3 physical, 4 fire (22 total damage).
blelm hits Betoda the gigantic gravity worm for (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, (0 to psi shield), 0 nature, (17 to psi shield), 9 nature, (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, 0 fire (9 total damage).
Saving game...



















































































