










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Store Restocker 1.5.5Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.6Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.7.2This 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 Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Better Item Description 1.7.4This 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 Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Exponential Leveling 1.7.4Exponential 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
Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Superhuman |
Class | Necromancer |
Level / Exp | 14 / 38% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 53 (base 40) |
Dexterity | 50 (base 40) |
Constitution | 57 (base 40) |
Magic | 58 (base 40) |
Willpower | 55 (base 40) |
Cunning | 51 (base 40) |
Resources
Mana | 373/416 |
Equilibrium | 20 |
Life | 583/583 |
Psi | 220/220 |
Stamina | 307/307 |
Soul | 13/16 |
Healing Factor | 1.415111817684 |
Regeneration | 20.241759440151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +242.360679775% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 63.572759011573 |
See Invisible | 63.572759011573 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 40 |
Accuracy | 64 |
Crit Chance | 31% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +10% |
Mind | +13% |
Fire | +31% |
Cold | +21% |
Nature | +11% |
Offense: Damage Penetration
Physical | +5% |
Arcane | +5% |
Mind | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 52 (62.946778433524%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 34 |
Mental Save | 37 |
Defense: Resistances
Cold | + 45%( 70%) |
All | + 19%( 70%) |
Darkness | + 42%( 70%) |
Light | + 43%( 70%) |
Temporal | + 26%( 70%) |
Lightning | + 32%( 70%) |
Mind | + 27%( 70%) |
Fire | + 42%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 21% |
Knockback Resistance | 40% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (90 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Spell / Animus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Rime wraith | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Tireless Combatant | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 4.90 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Effects
talent | Spikes of Decrepitude |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Daunting Presence |
talent | Hiemal Shield |
talent | Erupting Shadows |
talent | Elemental Harmony |
talent | Aura of Undeath |
talent | Discarded Refuse |
talent | Beyond the Flesh |
beneficial effect | Movement speed increased by 50%. Death Rush |
beneficial effect | Increases global speed by 42%. Elemental Harmony |
beneficial effect | Host of a Rime Wraith! Rime Wraith |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 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 |
Equipment
Psionic focus | ![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 39% Wil, 48% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Quiver | ![]() 0.0 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. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.33 to 120.99 lightning damage (80.66 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% cold Res.pen +5% arcane Melee Ret 2 darkness ----- def ----- Resists +22% cold Crit.chn- 15.00% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Res.pen +10% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc Light +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Con dps ---------- Spell.crit +10% Crit.mult +27.00% Spell.pwr +9 (+3 eff.) Dmg.mod +3% lightning +20% fire +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +9% temporal +3% nature +12% fire Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around waist | ![]() 1.0 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +5% physical ----- def ----- Defense +27 (+7 eff.) Phys.save +15 (+5 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire +10% mind +11% nature Res.pen +20% nature ----- def ----- Resists +3% nature +16% fire +10% mind +9% all Poison- +21% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Heal.mod +12% Cut- +50% Heal: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 45.5 - 68.2 Physical Uses 105% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +15% cold Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.hate +2.00 Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 114% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 105% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 fire While equipped: Stats +4 Str +3 Dex +1 Mag dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +18% fire Res.pen +8% all Acc +11 (+3 eff.) Apr +11 ----- def ----- Resists +3% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 105% Wil Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 48 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.82 cold damage and 11.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 88% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 24.73 to 74.20 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Phys.pwr +6 (+3 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +7% blight Phys.save +8 (+3 eff.) Spell.save +11 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +9% darkness On Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +6% HP.reg +3.20 A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% lightning HP.reg +2.50 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 164.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 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. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ol' Boney the Superhuman Necromancer level 10
9th Mirth 122nd year of Ascendancy at 22:47 see stats
By Ol' Boney the Superhuman Necromancer level 10
9th Mirth 122nd year of Ascendancy at 22:47 see stats
Log
Ol' Boney's Beyond the Flesh hits Red ooze for 82 physical, 25 light (107 total damage).
Haunted from Xanewen the red ooze hits Ghoul for 1 mind, 1 darkness (2 total damage).
Ol' Boney's Beyond the Flesh killed Red ooze!
Mayoda the sand-drake breathes fire!
Ghoul is on fire!
Ol' Boney sacrifices a ghoul to avoid being affected by Burning!
Mayoda the sand-drake hits Ghoul for 55 fire damage.
Mayoda the sand-drake hits Ol' Boney for (28 absorbed), 14 fire (14 total damage).
Mayoda the sand-drake killed Ghoul!
Ol' Boney casts Surge of Undeath.
Lord of Skulls (bone giant) speeds up.
Mayoda the sand-drake is dazed!
Brittle clear ooze is dazed!
Mayoda the sand-drake is not dazed anymore.
Lord of Skulls (bone giant) receives 122 healing from Ol' Boney.
Ol' Boney's Hiemal Shield hits Mayoda the sand-drake for 55 cold damage.
The shield around golem (servant of Ol' Boney) crumbles.
Mayoda the sand-drake's morale has been lowered.
Ol' Boney casts Rime Wraith.
Lord of Skulls (bone giant) uses Throw Bones.
Mayoda the sand-drake starts to bleed.
Lord of Skulls (bone giant) hits Xanewen the red ooze for 33 physical damage.
Lord of Skulls (bone giant) hits Mayoda the sand-drake for 32 physical damage.
Saving game...
Saving done.