











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places 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. Shorter ToME4 Dungeons REDUX 1.3.1Pre-release version. Shortens several dungeons. Original add made by Pigslayer. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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: Showing Items Tier in Inventory 1.5.5This 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 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Auto-explore and Rest 1.5.5Quality 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. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 21 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinykira the honey tree at level 15 on the 30th Iron 123rd year of Ascendancy at 16:32 0 / 6Killed by Getha the mean looking elven guard at level 16 on the 17th Steel 123rd year of Ascendancy at 19:15 Killed by Polalratha the deformed warg at level 17 on the 27th Steel 123rd year of Ascendancy at 16:06 Killed by Beturata the rogue at level 20 on the 28th Gold 123rd year of Ascendancy at 19:44 Killed by Ce'Nithra the void horror at level 20 on the 30th Gold 123rd year of Ascendancy at 05:53 Killed by ritch flamespitter at level 21 on the 1st Stralite 123rd year of Ascendancy at 00:39 |
Primary Stats
| Strength | 58 (base 49) |
| Dexterity | 18 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 43 (base 34) |
| Willpower | 25 (base 19) |
| Cunning | 16 (base 10) |
Resources
| Life | -107/720 |
| Mana | 197/295 |
| Equilibrium | 15 |
| Steam | 100/100 |
| Healing Factor | 1.5324489795918 |
| Regeneration | 1.9155612244897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +94.117647058824% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Blight | +15% |
| Arcane | +6% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 66 (100%) |
| Defense | 31 |
| Ranged Defense | 42 |
| Fatigue | 46 |
| Physical Save | 45 |
| Spell Save | 39 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 36%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Lightning | + 37%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Pinning Resistance | 5% |
| Silence Resistance | 46% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 12% and slowing it by -6% Overwhelming Fear |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Eldritch Infusion |
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 tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed red crystal shard. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chodar the pair of iron boots (6 def, 3 armour) =main=3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +2 (+1 eff.) Apr +2 ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +2% Phys.save +12 (+4 eff.) Mind.save +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Polilratira the brass lantern =main=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +3% acid Max.HP +44.00 ---------- 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. |
| On head | Bokegund (4 def, 7 armour) =main=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Dex +4 Cun +7 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +14 (+5 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +1% Max.HP +30.00 ---------- misc Light +5 A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) =main=1.5 T3 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xanuwe the ash totem of thorny skin [power 27] (18 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% mind +2% physical Blind- +5% Pinning- +5% Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Erulamatir the Ebonynaught =main=0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +10 Resists +3% blight Mind.save +6 (+2 eff.) Silence- +22% Stun/Frz- +20% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
| On fingers | steel ring 'Sootward' =main=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +15% blight Res.pen +5% blight Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Resists +3% darkness Silence- +24% ---------- misc Mana/turn +0.13 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | grounding steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | crackling dwarven-steel shield (8 def, 2 armour, 100% power, 87 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +87 Melee+ +12 lightning While equipped: Stats +1 Dex dps ---------- On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +10% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 100% power, 79.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 6 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +18% fire ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the hunter (1 def, 6 armour) =main=2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -5% Resists +12% lightning +11% cold Max.HP +44.00 Stun/Frz- +20% ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of Eyal (3 def, 14 armour) =main=17.0 T1 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Hardiness +20% Defense +3 (+1 eff.) Fatigue +24% Max.HP +40.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
medical injector implant of the wizard (efficiency 134% / cooldown 92%)0.1 T1 implant scroll [Ego] 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 134% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the wizard (444% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 444% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Falodan the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +2 (+1 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ---------- misc Mana/turn +0.20 Amulets can have magical properties. |
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... |
Cloudbane0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Dmg.mod +9% lightning Res.pen +20% lightning ---------- misc Telepathy Dragon Masteries +0.18 Wild-gift/Call of the wild Amulets can have magical properties. |
copper ring 'Galolekath'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- S.pwr/crit +10 Dmg.mod +11% darkness Res.pen +10% blight ----- def ----- Resists +22% darkness ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Rings can have magical properties. |
warrior's copper ring of nature (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +6 Resists +24% nature Rings can have magical properties. |
Flashsin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +11% nature On Hit (Melee): * 30% chance to blind ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +28% nature +5% blight Mind.save +6 (+2 eff.) Poison- +10% Disease- +12% Rings can have magical properties. |
Glowshaper (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 light On Crit.r2 +12 light While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% lightning Melee Ret 8 light ----- def ----- Phys.save +3 (+1 eff.) Disease- +35% ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
chilling steel steamsaw of resilience (111% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +5 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Max.HP +41.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Mastery Stoneshield 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 +10% fire +15% cold ---------- 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. |
Poluyawen the Skytrencher (6 def, 7 armour, 100% power, 73 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +73 On Hit: * 40% chance to daze at end of turn While equipped: Stats +5 Con dps ---------- Res.pen +5% temporal On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +16% temporal Phys.save +6 (+2 eff.) Max.HP +44.00 ---------- misc Talents +2 Block Handheld deflection devices. |
enlightening steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +11 Hardiness +0% Defense +2 (+1 eff.) Fatigue +9% Phys.save +7 (+2 eff.) Mind.save +11 (+4 eff.) A suit of armour made of mail. |
Hetturim1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +4 Cun +2 Con dps ---------- Res.pen +5% blight On Hit (Melee): * 10% chance to disease ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
Shimmerbliss the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +9% temporal +9% blight Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +6 (+3 eff.) Resists +0% lightning Phys.save +6 (+2 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brenorach' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Crit.mult +5.00% Melee Ret 12 blight ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane +0% lightning Phys.save +5 (+2 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polenne (2 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Mag +1 Wil ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -6% ---------- misc 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. |
Giluyasin the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 6 fire Dmg.mod +4% fire Res.pen +10% mind ----- def ----- Armour +1 Resists +6% fire ---------- misc Telepathy Dragon Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
iron helm 'Yaredig' (0 def, 3 armour) =water breathing=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern 'Branaroddakhad'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 16 mind ----- def ----- Resists +6% lightning +6% temporal +9% blight +3% fire +6% cold Max.HP +42.00 ---------- 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. |
brass lantern 'Yarekhad'2.0 T1 lite [Rare] Disrupt While equipped: Stats +6 Con ----- def ----- Resists +9% fire +6% nature +3% all Spell.save +6 (+2 eff.) ---------- 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 (77 power, based on Willpower). Uses 9 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 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 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
hateful iron torque of psychoportation [power 21] (27 cooldown)2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 27 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Sparkrend' [power 1] (9 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% lightning ----- def ----- Resists +6% darkness +24% lightning Absorb and nullify at most 1 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 69] (23 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
Elenedur the Blastrend [power 1] (9 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +25% lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +27% lightning Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WardenOfTheStone the Dwarf Stone Warden level 7
38th Dearth 122nd year of Ascendancy at 17:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WardenOfTheStone the Dwarf Stone Warden level 10
8th Iron 123rd year of Ascendancy at 04:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WardenOfTheStone the Dwarf Stone Warden level 20
27th Gold 123rd year of Ascendancy at 02:23 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By WardenOfTheStone the Dwarf Stone Warden level 19
10th Gold 123rd year of Ascendancy at 07:32 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By WardenOfTheStone the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 11:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WardenOfTheStone the Dwarf Stone Warden level 8
1st Loss 122nd year of Ascendancy at 19:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WardenOfTheStone the Dwarf Stone Warden level 8
8th Shortage 122nd year of Ascendancy at 08:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WardenOfTheStone the Dwarf Stone Warden level 15
31st Iron 123rd year of Ascendancy at 13:44 see stats
Log
Ritch flamespitter spits flames!
Ritch flamespitter hits WardenOfTheStone for 107 fire damage.
WardenOfTheStone hits Yvanor the cutpurse for 133 nature damage.
WardenOfTheStone killed Yvanor the cutpurse!
WardenOfTheStone stops regenerating health quickly.
Burning from Yvanor the cutpurse hits WardenOfTheStone for 3 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits WardenOfTheStone for 160 fire damage.
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WardenOfTheStone hits Ritch flamespitter for 97 physical, 20 lightning, 11 acid, 50 physical, 11 acid (189 total damage).
Gylevena the large brown snake summons a War Hound!
WardenOfTheStone stops burning.
Ritch flamespitter spits flames!
Ritch flamespitter hits WardenOfTheStone for 107 fire damage.
WardenOfTheStone counter attacks War hound with his shield shards!
War hound's armor corrodes!
WardenOfTheStone hits War hound for 8 acid, 39 nature, 12 lightning, 5 acid, 18 nature, 5 acid (88 total damage).
War hound hits WardenOfTheStone for 120 physical damage.
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Talent Eldritch Stone is ready to use.
Talent Eldritch Blow is ready to use.
Gylevena the large brown snake summons a Ritch Flamespitter!
--------------------------------
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Saving game...




























































































