











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.7.0Allows 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 1.7.0Official 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 1.7.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.7.0Modifies 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.] Better Item Description 1.7.0This 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 ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 20 / 82% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 74 (base 48) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 29 (base 11) |
| Cunning | 58 (base 40) |
Resources
| Life | 354/354 |
| Stamina | 180/180 |
| Healing Factor | 1.0000003099961 |
| Regeneration | 0.25000007749903 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 58 |
| Crit Chance | 27% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| Acid | +6% |
| Light | +5% |
| Darkness | +3% |
| Cold | +8% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +11% |
| Physical | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 35.764593763945 (59.794990797553%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 10.923805221685 |
| Physical Save | 37 |
| Spell Save | 13 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 13%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 49% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
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 Track (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found 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 | Eremokalthodas the Blindmistress (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Armour +3 Fatigue +2% Resists +3% light Phys.save +6 (+3 eff.) Silence- +21% Confus- +21% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | plaguebringer's pouch of dwarven-steel shots of paradox (20/20, 136% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +11 blight +10 temporal On Hit: 20% Epidemic 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) * 5% chance to reduce strength, dexterity, and constitution by 9 Shots are used with slings to pummel your foes to death. |
| Light source | Maliledar the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Apr +3 ----- def ----- Defense +10 (+4 eff.) Phys.save +18 (+7 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Earublek the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Phys.crit +2.0% Crit.mult +15.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid Res.pen +5% acid Apr +3 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Nerassra (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Crit.mult +10.00% Melee+ 8 light Dmg.mod +5% light Phasing +20% Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +7% light Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Disarm- +49% ---------- misc Mana/turn +0.04 Max.mana +40.00 Unarmed combat: Power 112% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Perfect Control 3 On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Brodetomagen the Shimmerzeal [power 266] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% lightning +3% cold +3% darkness +9% acid Crit.dmg- 10.00% Teleport- +20% Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Hurizilazilarion'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +15% physical Acc +6 (+2 eff.) Apr +3 ----- def ----- Armour +4 Defense +5 (+2 eff.) Die.at -20.00 life ---------- misc Max.hate +2.00 Rings make your fingers look great! |
| On fingers | Emelotira the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +11% lightning +3% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +8 (+3 eff.) Resists +22% lightning +3% darkness Rings make your fingers look great! |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | cured leather sling 'Searwell'4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 cold On Hit.r1 +12 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% darkness +8% cold Res.pen +6% all Acc +10 (+3 eff.) Apr +6 ----- def ----- Resists +6% fire Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Salereba the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +3 (+1 eff.) Apr +2 ----- def ----- Resists +3% light Phys.save +6 (+3 eff.) Disease- +10% Stun/Frz- +20% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | Duvalach (0 def, 6 armour, 134% power, 77 block)7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +12 cold While equipped: Stats +6 Wil dps ---------- On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% physical +6% nature +29% cold ---------- misc Max.mana +40.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | enlightening hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Mind.save +12 (+5 eff.) A suit of armour made of leather. |
Inventory
shatter afflictions rune (absorb 29; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 29 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 81; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Lisovena'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +5% acid ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Hate/m.crit +1.00 Max.hate +6.00 Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
high-capacity pouch of steel shots of wind (43/43, 127% power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 127% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 43 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vorulratira the Wildfiend (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +11% fire ----- def ----- Resists +16% fire +3% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brenokor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +12% physical ----- def ----- Resists +9% nature +3% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Torchraze the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% fire Melee Ret 2 mind ----- def ----- Resists +5% lightning +6% temporal +6% mind +9% fire A belt that goes around your waist. |
Berirand the Eclipseripper1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Dex +8 Mag +2 Con dps ---------- Phys.pwr +25 (+8 eff.) Res.pen +10% darkness +20% physical ---------- misc Mana/turn +0.27 Max.mana +33.00 Max.stam +20.00 A belt that goes around your waist. |
Emelewyn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Mind.save +6 (+3 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emowe the Flashmistress (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Res.pen +5% light +15% physical Acc +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life ---------- misc Stam/turn +1.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samovon (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +6% lightning +6% temporal +3% light +3% fire +5% arcane Die.at -20.00 life HP.reg +4.00 ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 49.40 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. |
linen wizard hat 'Isluvena' (21 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% physical ----- def ----- Defense +21 (+7 eff.) Resists +1% physical Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Isyyara the Scaldraze (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- S.pwr/crit +8 Res.pen +20% temporal +10% fire Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal A cap made of leather. |
Siloth the Shockbile (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +1 Wil dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Infravis +3 A cap made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
189 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. |
Hellobeisance the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Con dps ---------- Dmg.mod +3% cold Res.pen +15% physical ----- def ----- Resists +9% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Neroyatta the Umbrascar2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +3% ----- def ----- Resists +3% darkness Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Max.hate +2.00 Light +5 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe 'Dagadolar' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Melee Ret 6 mind ----- def ----- Resists +3% temporal ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layebrewe (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +4 Mag +3 Con dps ---------- Melee Ret 6 acid ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Camedin [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +3 Cun +1 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Die.at -60.00 life ---------- misc Equi/ret +0.08 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tutar the Skeleton Skirmisher level 17
23rd Dusk 122nd year of Ascendancy at 11:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tutar the Skeleton Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 08:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tutar the Skeleton Skirmisher level 20
22nd Haze 122nd year of Ascendancy at 02:32 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Tutar the Skeleton Skirmisher level 19
67th Dusk 122nd year of Ascendancy at 12:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tutar the Skeleton Skirmisher level 14
7th Flare 122nd year of Ascendancy at 13:48 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Tutar the Skeleton Skirmisher level 13
5th Flare 122nd year of Ascendancy at 21:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tutar the Skeleton Skirmisher level 8
7th Mirth 122nd year of Ascendancy at 20:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tutar the Skeleton Skirmisher level 14
8th Flare 122nd year of Ascendancy at 02:08 see stats
Log
You gain 14.25 gold from the transmogrification of steel plate armour 'Searoracle' (0 def, 9 armour).
You gain 10.02 gold from the transmogrification of Healraptor the steel plate armour (0 def, 9 armour).
You gain 4.49 gold from the transmogrification of dwarven-steel mail armour of command (8 def, 13 armour).
You gain 15.67 gold from the transmogrification of Duvidir the Woetyphoon (6 def, 4 armour).
You gain 4.52 gold from the transmogrification of verdant cashmere robe (0 def, 0 armour).
You gain 16.29 gold from the transmogrification of Prismblack (0 def, 0 armour).
You gain 4.01 gold from the transmogrification of windwalling steel shield of fire resistance (+17%) (0 def, 4 armour, 116% power, 41.5 block).
You gain 10.06 gold from the transmogrification of quiver of ash arrows 'Dawnrot' (17/17, 119% power, 7 apr).
You gain 3.12 gold from the transmogrification of steady ash longbow of fire.
You gain 14.72 gold from the transmogrification of Relgorofang the iron dagger (97% power, 5 apr).
You gain 16.94 gold from the transmogrification of Nigar the iron mace (104% power, 2 apr).
You gain 13.04 gold from the transmogrification of Kindlestriker (126% power, 2 apr).
You gain 6.72 gold from the transmogrification of warbringer's steel battleaxe of erosion (126% power, 2 apr).
You gain 10.92 gold from the transmogrification of steel battleaxe 'Flashbreaker' (121% power, 2 apr).
You gain 14.73 gold from the transmogrification of Porykira the Corpsehacker (103% power, 1 apr).
You gain 3.47 gold from the transmogrification of surging yew starstaff (120% power, 4 apr, physical element).
You gain 4.34 gold from the transmogrification of ash vilestaff of wizardry (111% power, 3 apr, fire element).
You gain 3.43 gold from the transmogrification of ash vilestaff of illumination (111% power, 3 apr, blight element).
You gain 14.37 gold from the transmogrification of Hailking the elm starstaff (100% power, 2 apr, light element).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.























































































