










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 20 / 49% |
| Size | small |
| Lifes / Deaths | Killed by zombie bunny at level 20 on the 10th Haze 122nd year of Ascendancy at 01:40 / 1 |
Primary Stats
| Strength | 20 (base 19) |
| Dexterity | 23 (base 21) |
| Constitution | 20 (base 19) |
| Magic | 40 (base 40) |
| Willpower | 24 (base 13) |
| Cunning | 22 (base 17) |
Resources
| Mana | 240/263 |
| Life | -284/432 |
| Positive | 0/107 |
| Steam | 100/100 |
| Soul | 14/14 |
| Healing Factor | 1.4689473684211 |
| Regeneration | 5.9492368421053 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.666666666667% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 10 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 18 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +10% |
| Darkness | +16% |
| Fire | +10% |
| Nature | +11% |
Offense: Damage Penetration
| Fire | +25% |
| Physical | +30% |
Defense: Base
| Armour (hardiness) | 27 (35.629139072848%) |
| Defense | 35 |
| Ranged Defense | 37 |
| Fatigue | 4 |
| Physical Save | 20 |
| Spell Save | 40 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 30%( 70%) |
| Acid | + 18%( 70%) |
| Lightning | + 35%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 29%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 15%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Bleed Resistance | 5% |
| Confusion Resistance | 52% |
| Stun Resistance | 24% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 5 turns. Its effects scale with your Cunning 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 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Yarrrr!! |
| talent | Necrotic Aura |
| detrimental effect | The target is on fire, taking 15.92 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| beneficial effect | Increases defense by 9. Mobile Defense |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | You lay moss where you walk. Moss Tread |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 |
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 lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)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 successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
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 | pair of hardened leather boots 'Malydas' (7 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +7 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +3% darkness Spell.save +39 (+13 eff.) Stealth +2 ---------- misc Talents +1 Moss Tread A pair of boots made of leather. |
| Light source | alchemist's lamp 'Torchborn'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% fire Melee Ret 8 nature 20 fire ----- def ----- Resists +6% fire Max.HP +55.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zidan the dwarven-steel helm (0 def, 14 armour) 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Acc +1 (+1 eff.) ----- def ----- Armour +14 Fatigue +4% Resists +9% acid +11% cold Blind- +10% Cut- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew wand of conjuration 'Aerurin' [power 277] (10 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex +6 Con dps ---------- Res.pen +10% physical Melee Ret 16 mind ----- def ----- Armour +4 Heal.mod +10% ---------- misc Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 138 to 277 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Turosaldil'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% physical Apr +5 ----- def ----- Resists +3% physical Max.HP +20.00 HP.reg +0.80 Heal.mod +15% Stun/Frz- +24% Rings can have magical properties. |
| On fingers | mule's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +22 Rings can have magical properties. |
| Around waist | Cyrissra the Ravendare1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +13 (+7 eff.) Dmg.mod +6% darkness Melee Ret 12 darkness ----- def ----- Phys.save +7 (+4 eff.) ---------- misc Hate/m.crit +4.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 87.20 physical damage to all targets in line, and inflicting bleeding for another 43.60 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% ---------- misc Talents +4 Project Saw Throw Boulder: Level 2.0 Pwr.cost 6 out of 4/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 82.71 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | troll-hide cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% lightning Max.HP +33.00 HP.reg +3.00 Heal.mod +14% A suit of armour made of leather. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
medical injector implant (efficiency 102% / cooldown 64%)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 102% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
psionicist's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+3 eff.) Rings can have magical properties. |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings can have magical properties. |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +5 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
mighty steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun4.0 T2 steamgun 1H weapon [Normal] Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Daimayadin'4.0 T2 steamgun 1H weapon [Rare] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 cold On Hit.r1 +2 arcane On Crit.r2 +8 blight Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% cold Res.pen +10% arcane ----- def ----- Resists +6% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blastnaught4.0 T4 steamgun 1H weapon Reqs Dex 35 [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Dex ----- def ----- Resists +15% acid +3% darkness +5% arcane +9% nature +6% lightning Spell.save +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blindquake the pouch of stralite shots (20/20, 152% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Rare] Nature Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +11 nature +10 temporal On Hit.r1 +20 acid On Crit.r2 +8 darkness +12 acid Shots are used with slings to pummel your foes to death. |
Ebonystreak the stralite mail armour (10 def, 10 armour)14.0 T4 heavy armor Reqs Str 38 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +10 Defense +10 (+5 eff.) Rng.Def +6 (+3 eff.) Fatigue +16% Resists +12% light +6% lightning Max.HP +42.00 Pinning- +20% A suit of armour made of mail. |
hardened leather cap 'Hurugorn' (8 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +1 Str dps ---------- Phys.crit +4.0% Dmg.mod +6% physical Acc +7 (+4 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +8 (+4 eff.) Fatigue +3% Resists +9% cold Heal.mod +5% ---------- misc Max.stam +20.00 Light +0 A cap made of leather. |
3 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. |
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. |
6 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
brass lantern 'Unrimarach'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% blight Res.pen +10% acid Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +12% blight Max.HP +41.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Polurerin (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +6 Cun dps ---------- Phys.pwr +6 (+3 eff.) Mov.spd +10% ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.04 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 203/400 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. |
iron torque of thermal psionic shield 'Fogsage' [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +12% darkness Res.pen +10% acid Melee Ret 4 acid Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash wand of conjuration [power 193] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 96 to 193 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Ay ay captain! (Roguelike)
Turn into a pirate!By Tuna The Beast the Yeek Necromancer level 12
3rd Summertide 122nd year of Ascendancy at 15:29 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Tuna The Beast the Yeek Necromancer level 12
6th Mirth 122nd year of Ascendancy at 00:49 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Tuna The Beast the Yeek Necromancer level 20
9th Haze 122nd year of Ascendancy at 15:27 see stats
Level 10 (Roguelike)
Got a character to level 10.By Tuna The Beast the Yeek Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 10:55 see stats
Level 20 (Roguelike)
Got a character to level 20.By Tuna The Beast the Yeek Necromancer level 20
8th Haze 122nd year of Ascendancy at 23:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Tuna The Beast the Yeek Necromancer level 15
5th Dusk 122nd year of Ascendancy at 06:31 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Tuna The Beast the Yeek Necromancer level 17
58th Dusk 122nd year of Ascendancy at 04:55 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Tuna The Beast the Yeek Necromancer level 19
64th Dusk 122nd year of Ascendancy at 22:43 see stats
Log
Gloramina of the Bunnypocalypse casts Pulverizing Auger.
Tree turns into grass.
Tuna The Beast is dazed!
Gloramina of the Bunnypocalypse hits Tuna The Beast for 9 physical, 6 fire, 94 physical (109 total damage).
Bleeding from Gloramina of the Bunnypocalypse hits Zombie bunny for 9 physical damage.
Tuna The Beast hits Gloramina of the Bunnypocalypse for 14 darkness, 16 mind, 22 fire, 9 nature (60 total damage).
Cute little bunny hops around.
Tuna The Beast is not dazed anymore.
Zombie bunny misses Tuna The Beast.
Cyrylle of the Bunnypocalypse casts Time Skip.
Character control switched to zombie bunny.
Cyrylle of the Bunnypocalypse hits Tuna The Beast for 75 temporal damage.
Tuna The Beast hits Zombie bunny for 11 darkness, 16 mind, 22 fire, 9 nature (58 total damage).
Zombie bunny hits Tuna The Beast for 49 physical damage.
Mad druid casts Blood Boil.
Zombie bunny killed Tuna The Beast!
Mad druid hits zombie bunny for 52 blight damage.
Zombie bunny hits zombie bunny for 51 physical damage.
Mad druid uses BUNNYPOCALYPSE.
Mad druid says: 'BUNNYPOCALYPSE!'
Glorovena of the Bunnypocalypse says: 'RRRRRrrrrrrrrr!'
Mad druid turns the cute little bunny into Glorovena of the Bunnypocalypse!
Mad druid uses BUNNYPOCALYPSE.
Mad druid says: 'BUNNYPOCALYPSE!'
Elavena of the Bunnypocalypse says: 'RRRRRrrrrrrrrr!'
Mad druid turns the cute little bunny into Elavena of the Bunnypocalypse!
Zombie bunny rushes out!
Character control switched to Tuna The Beast.
Saving game...




















































































