












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Better Item Description 1.5.10This 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 Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 16 / 56% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 47 (base 43) |
| Dexterity | 35 (base 35) |
| Constitution | 46 (base 43) |
| Magic | 12 (base 10) |
| Willpower | 51 (base 43) |
| Cunning | 25 (base 20) |
Resources
| Life | 745/745 |
| Stamina | 248/248 |
| Equilibrium | 23 |
| Healing Factor | 1.7549890007137 |
| Regeneration | 25.652548123583 |
Speed
| Mental | +42.048223809562% |
| Attack | +42.048223809562% |
| Movement | +70.53917199996% |
| Spell | +2.25% |
| Global | +101.5% |
Vision
| Sight | 14 |
| Lite | 7 |
| Infravision | 13.028179029687 |
| See Stealth | 45.595095619122 |
| See Invisible | 65.595095619122 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 46 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 0.70 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 8% |
| Speed | 0.97799511002445 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 8% |
| Speed | 0.70398627535157 |
Offense: Damage Bonus
| Arcane | +18% |
| Mind | +3% |
| Nature | +15% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +20% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23.076211628464 (74.117647058824%) |
| Defense | 29 |
| Ranged Defense | 32 |
| Fatigue | 12 |
| Physical Save | 47 |
| Spell Save | 41 |
| Mental Save | 51 |
Defense: Resistances
| Nature | + 26%( 70%) |
| Acid | + 6%( 70%) |
| Cold | + 7%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 8%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 10% |
| Confusion Resistance | 40% |
| Knockback Resistance | 37% |
| Pinning Resistance | 21% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 124 life over 5 turns. |
Class Talents
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Wind drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sea drake aspect | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Adventure / Partner | 1.00 |
| 0/7 |
| 0/14 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Hunter | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Cloud Seer |
| talent | Meditation |
| talent | Wild Growth |
| talent | Ember Scales |
| talent | Water Dweller |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
| On feet | Elabrelaith the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +7% temporal ---------- misc Psi/ret +0.20 Max.hate +6.00 Infravis +3 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Elytta the Flamecut (21/21, 12.5-17.5 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 21 Ranged+ +28 fire +9 bleed On Crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +11% ---------- misc Light +6 See.Stealth +5 See.Invis +6 Track: Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. 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 | rough leather cap 'Gontir' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold Cut- +10% A cap made of leather. |
| Tool | Xudakira (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Resists +10% nature +6% acid Phys.save +12 (+4 eff.) Silence- +10% ---------- misc Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xura0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 21 light Ranged+ 20 light Dmg.mod +18% arcane On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Spell.save +3 (+1 eff.) Rings can have magical properties. |
| On fingers | Lelimadevor0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +20% physical ----- def ----- Resists +3% nature Mind.save +8 (+2 eff.) Confus- +29% Knockbk- +15% ---------- misc Stam/turn +0.20 Rings can have magical properties. |
| Around neck | stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets can have magical properties. |
| In main hand | Scorpionreeve the iron longsword (16.5-23.1 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 16.5 - 23.1 Nature Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 acid On Hit: * Slows global speed by 20% * 40% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% nature Sharp, long, and deadly. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| In off hand | Tarrazilagorn (6 def, 2 armour, 16-19.2 power, 37 block)7.0 T2 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +37 On Hit.r1 +4 temporal +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 12 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +10% mind +18% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 Talents +2 Block Handheld deflection devices. |
| Cloak | Silerivea the Sunnull (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +2 (+0 eff.) Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Heal/summ +20 ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
Inventory
Fogcut (38.5-57.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 darkness Against +10% Living On Hit.r1 +8 darkness While equipped: Stats +6 Wil dps ---------- Res.pen +20% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction Massive two-handed mauls. |
mitotic mossy mindstar of venom (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature This natural venom should be returned to the wyrm. Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 7% * 5% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +4% acid Res.pen +5% acid Melee Ret 4 acid ----- def ----- Resists +5% acid HP.reg +0.50 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Erelukor the Flarepall (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning +12% fire On Hit (Melee): * 10% chance to blind ----- def ----- Defense +7 (+4 eff.) Resists +12% acid +6% cold +9% nature Spell.save +10 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 29.17 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Runerig' (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex +4 Mag dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% cold Spell.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% Resists +6% lightning +5% temporal 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 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 25.77 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. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
crackling steel shield of radiance (6 def, 2 armour, 12.5-15 power, 40.5 block)7.0 T2 shield armor [Ego++] Arcane When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +11 lightning +12 light While equipped: Stats +1 Dex +3 Mag +3 Con dps ---------- On Melee Ret: * 10% chance to daze at end of turn * 12% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% lightning +10% light ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of yew arrows 'Skytyphoon' (15/15, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 15 Ranged+ +20 temporal +23 nature On Hit.r1 +4 nature +8 lightning On Crit.r2 +12 lightning On Hit: * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
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. |
54 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
brutal iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Apr +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (108 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
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. |
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. |
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. |
8 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dovah'Ken the Cornac Wyrmic level 16
10th Mirth 122nd year of Ascendancy at 06:37 see stats
Level 10
Got a character to level 10.By Dovah'Ken the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 07:22 see stats
The Arena
Unlocked Arena mode.By Dovah'Ken the Cornac Wyrmic level 9
1st Mirth 122nd year of Ascendancy at 15:29 see stats
Log
Dovah'Ken uses Ice Claw.
Dovah'Ken uses Fog Cloud.
Dovah'Ken receives 24 healing from Dovah'Ken's blinding fog area effect.
Dovah'Ken receives 24 healing from Dovah'Ken's blinding fog area effect.
Dovah'Ken receives 24 healing from Dovah'Ken's blinding fog area effect.
There is a teleportation circle to the surface here (press '' or right click to use).
Talent Ice Claw is ready to use.
Ran for 3 turns (stop reason: interesting terrain).
You gain 0.97 gold from the transmogrification of cured leather armour of cold resistance (2 def, 4 armour).
You gain 0.59 gold from the transmogrification of cleansing rough leather belt.
You gain 3.28 gold from the transmogrification of potent ash starstaff of warding (17-20.4 power, 3 apr, temporal element).
You gain 3.17 gold from the transmogrification of cruel ash vilestaff (15-18 power, 3 apr, blight element).
You gain 0.55 gold from the transmogrification of teleportation rune (range 40).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Dovah'Ken meditates on nature.
Dovah'Ken deactivates Wild Growth.
Dovah'Ken deactivates Water Dweller.
Dovah'Ken deactivates Ember Scales.
Dovah'Ken deactivates Cloud Seer.
























































































