
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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:
Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. 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 1.5.3Quality 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 17 / 55% |
Size | medium |
Lifes / Deaths | Killed by Rleha the human at level 17 on the 11st Haze 122nd year of Ascendancy at 08:48 / 1 |
Primary Stats
Strength | 36 (base 12) |
Dexterity | 87 (base 44) |
Constitution | 26 (base 12) |
Magic | 14 (base 12) |
Willpower | 17 (base 12) |
Cunning | 43 (base 31) |
Resources
Life | -32/452 |
Steam | 100/100 |
Stamina | 166/166 |
Vim | 134/134 |
Healing Factor | 1.3224489795918 |
Regeneration | 0.72734693877549 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +10% |
Spell | -30.000000000002% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 7 |
See Stealth | 13 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 61 |
Accuracy | 57 |
Crit Chance | 25% |
APR | 9 |
Speed | 1.43 |
Offense: Offhand
Damage | 61 |
Accuracy | 57 |
Crit Chance | 25% |
APR | 9 |
Speed | 1.43 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 11% |
Speed | 1.4285714285715 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 11% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Lightning | +10% |
Physical | +25% |
Acid | +12% |
Arcane | +9% |
Mind | +3% |
Fire | +13% |
Offense: Damage Penetration
Fire | +12% |
Physical | +52% |
Defense: Base
Armour (hardiness) | 42.521305378697 (94.117647058824%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 23 |
Physical Save | 31 |
Spell Save | 10 |
Mental Save | 28 |
Defense: Resistances
Physical | + 25%( 70%) |
Lightning | + 25%( 70%) |
Acid | + 39%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 38%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 77% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 447 damage for 5 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Reflexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Hymn of Perseverance |
talent | Bone Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | You have 5 charges. Molten Point |
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 Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within20 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 a very special cloak that will help you walk among the living without trouble. | 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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +25% physical Changes damage: +3% physical Stamina each turn: +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 Damage (Ranged): +13 cold Burst (radius 2) on crit: +7 cold When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +10 Dex / +4 Con Changes resistances: +6% fire Changes damage: +9% arcane Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind / 7 physical Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun Changes resistances: +8% blight Changes damage: +3% mind Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +7 (+3 eff.) Light radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 174.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +1 Changes stats: +3 Dex Talent granted: +2 Flash Powder Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Dex Changes resistances penetration: +5% physical It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +24% acid Changes damage: +12% acid Blindness immunity: +25% Maximum vim: +20.00 Spellpower: +2 (+2 eff.) Light radius: +2 Infravision radius: +4 See stealth: +7 See invisible: +7 Damage Shield penetration: +10% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Changes stats: +2 Mag Mana each turn: +0.11 Maximum mana: +28.00 It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +5 lightning Burst (radius 1) on hit: +36 20% chance of physical repulsion Burst (radius 2) on crit: +2 arcane Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Physical power: +7 (+3 eff.) Changes stats: +2 Str Changes resistances: +5% arcane Changes damage: +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Dex Maximum life: +31.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +16% fire / +6% physical Physical save: +16 (+8 eff.) Mental save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 A suit of armour made of mail. |
Inventory
![]() 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 140% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 111% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 175% efficiency and cooldown mod of 73%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 118% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 106% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% cold / +10% fire Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +4 Dex Changes resistances: +5% arcane / +7% physical Changes resistances penetration: +5% light / +10% arcane Stamina each turn: +0.20 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Mag Spell save: +6 (+6 eff.) See invisible: +6 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+6 eff.) Silence immunity: +28% Mana each turn: +0.11 Rings can have magical properties. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 cold / +9 temporal Burst (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 8 fire / 6 temporal Changes stats: +2 Wil / +1 Mag Changes resistances: +7% temporal / +6% fire Changes damage: +3% mind Spellpower: +5 (+4 eff.) Sharp, long, and deadly. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes stats: +2 Wil / +2 Mag Changes resistances: +6% mind / +3% acid Changes resistances penetration: +5% acid / +5% mind Changes damage: +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 Armour Hardiness: +0% Defense: +2 (+1 eff.) Fatigue: +0% Changes stats: +4 Wil / +6 Mag Changes resistances: +18% light Changes damage: +12% light Mana each turn: +0.20 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +4 Mag / +1 Wil Changes resistances: +9% fire Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% Infravision radius: +1 A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Damage (Melee): 6 physical Changes stats: +1 Dex Changes resistances: +3% light Changes damage: +3% physical Critical mult.: +9.00% Physical save: +3 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.12 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Mag Changes resistances: +6% fire Changes damage: +4% arcane / +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +6 Dex / +2 Mag / +3 Con Changes resistances: +3% mind Light radius: +0 See invisible: +9 A cap made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Life regen: +1.60 Maximum life: +40.00 Healing mod.: +13% A suit of armour made of mail. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 21% chance to blind Changes stats: +4 Con / +4 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; 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: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 4 darkness Changes stats: +6 Str Changes resistances penetration: +5% darkness Maximum life: +10.00 Maximum stamina: +5.00 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +9% fire Changes resistances penetration: +25% light Maximum life: +40.00 Light radius: +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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +40.00 Light radius: +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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By GRR the Skeleton Adventurer level 6
5th Mirth 122nd year of Ascendancy at 05:34 see stats
By GRR the Skeleton Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 10:12 see stats
By GRR the Skeleton Adventurer level 16
41st Dusk 122nd year of Ascendancy at 22:55 see stats
By GRR the Skeleton Adventurer level 13
8th Flare 122nd year of Ascendancy at 07:46 see stats
By GRR the Skeleton Adventurer level 16
16th Dusk 122nd year of Ascendancy at 16:44 see stats
By GRR the Skeleton Adventurer level 14
9th Dusk 122nd year of Ascendancy at 06:05 see stats
Log
GRR performs a melee critical strike against Shadow!
GRR hits Shadow for 27 physical damage.
Rleha the human uses Headshot.
The smoke around GRR dissipate.
GRR is not stunned anymore.
Talent Re-assemble is ready to use.
Talent Flash Powder is ready to use.
Talent Dig is ready to use.
Rleha the human's Headshot performs a ranged critical strike against GRR!
GRR is crippled.
Rleha the human's Headshot hits GRR for (12 resist armour), 346 physical, (12 resist armour), 0 darkness (346 total damage).
GRR hits Shadow for 26 fire, 7 mind (33 total damage).
Shadow hits GRR for (2 resist armour), 0 physical (0 total damage).
GRR killed Shadow!
GRR uses Re-assemble.
GRR receives 355 healing from Re-assemble.
Beonell the human uses Dual Strike.
Beonell the human resists the mind attack!
GRR resists the stunning strike!
Beonell the human resists the mind attack!
Beonell the human deactivates Stealth.
Geral the human uses Willful Strike.
GRR was smashed!
Beonell the human hits GRR for (12 resist armour), 32 physical, (12 resist armour), 41 physical, (6 resist armour), 0 nature, (7 resist armour), 0 temporal (73 total damage).
Geral the human hits GRR for (12 resist armour), 137 physical, (12 resist armour), 9 physical (146 total damage).
GRR hits Beonell the human for 26 fire, 3 mind, 16 physical, 26 fire, 3 mind, 16 physical (91 total damage).
Rleha the human uses Steady Shot.
Saving game...